Re: [Flightgear-devel] Call for Help (SoundSystem listener orientation)

2009-11-08 Thread Tim Moore
On 11/07/2009 08:03 PM, John Denker wrote: I wrote: I'm gradually figuring out a little bit of what the viewer code is doing. In particular: As for the basic cockpit lookfrom view, the viewer.cxx reference frame for attitudes is as follows: Suppose you are over the Gulf of Guinea, at

Re: [Flightgear-devel] Call for Help (SoundSystem listener orientation)

2009-11-07 Thread John Denker
I wrote: I'm gradually figuring out a little bit of what the viewer code is doing. In particular: As for the basic cockpit lookfrom view, the viewer.cxx reference frame for attitudes is as follows: Suppose you are over the Gulf of Guinea, at (lat,lon) = (0,0). Then the reference

Re: [Flightgear-devel] Call for Help (SoundSystem listener orientation)

2009-11-03 Thread Erik Hofman
Erik Hofman wrote: Thanks to the help of Tim I am now really close to properly aligned, positioned and orientated sounds. Now for the bad part, except for Tower View and Fly-By View the orientation (and relative position) seem to have no effect? At least I've found the reason for this; I

Re: [Flightgear-devel] Call for Help (SoundSystem listener orientation)

2009-11-03 Thread Erik Hofman
Erik Hofman wrote: Erik Hofman wrote: Thanks to the help of Tim I am now really close to properly aligned, positioned and orientated sounds. Now for the bad part, except for Tower View and Fly-By View the orientation (and relative position) seem to have no effect? At least I've found

Re: [Flightgear-devel] Call for Help (SoundSystem listener orientation)

2009-11-03 Thread James Turner
On 3 Nov 2009, at 13:01, Erik Hofman wrote: And now the Doppler effect is also fixed (sort of). I needed to multiply the velocity vector by 100 to get some sort of Doppler effect going on. Calculating the length of the velocity vector gave me 10 times lower than expected already.

Re: [Flightgear-devel] Call for Help (SoundSystem listener orientation)

2009-11-03 Thread Erik Hofman
James Turner wrote: On 3 Nov 2009, at 13:01, Erik Hofman wrote: And now the Doppler effect is also fixed (sort of). I needed to multiply the velocity vector by 100 to get some sort of Doppler effect going on. Calculating the length of the velocity vector gave me 10 times lower than

Re: [Flightgear-devel] Call for Help (SoundSystem listener orientation)

2009-11-03 Thread Maik Justus
Hi Erik, Erik Hofman schrieb am 03.11.2009 14:01: And now the Doppler effect is also fixed (sort of). I needed to multiply the velocity vector by 100 to get some sort of Doppler effect going on. Maybe you are calculating the velocity as m/frame instead of m/s? Or you transformed the m/frame

Re: [Flightgear-devel] Call for Help (SoundSystem listener orientation)

2009-11-03 Thread Erik Hofman
Maik Justus wrote: Hi Erik, Erik Hofman schrieb am 03.11.2009 14:01: And now the Doppler effect is also fixed (sort of). I needed to multiply the velocity vector by 100 to get some sort of Doppler effect going on. Maybe you are calculating the velocity as m/frame instead of m/s? Or you

Re: [Flightgear-devel] Call for Help (SoundSystem listener orientation)

2009-11-02 Thread Erik Hofman
Hi Tim and John, First, thanks for looking at this, it has really given me headaches. Tim Moore wrote: Assuming you want the orientation and position of the listener, and the positions of the sources, to match those in the visual world, you should just use the absolute position and

Re: [Flightgear-devel] Call for Help (SoundSystem listener orientation)

2009-11-02 Thread Erik Hofman
John Denker wrote: A possibly helpful discussion of rotations can be found at http://www.av8n.com/physics/rotations.htm Thanks for the hints and links John, I really appreciate it. It covers various ways of representing rotations, including product-of-vectors i.e. Clifford algebra i.e.

Re: [Flightgear-devel] Call for Help (SoundSystem listener orientation)

2009-11-02 Thread Erik Hofman
Tim Moore wrote: Assuming you want the orientation and position of the listener, and the positions of the sources, to match those in the visual world, you should just use the absolute position and orientation in the corresponding FGViewer object i.e., what you get from

Re: [Flightgear-devel] Call for Help (SoundSystem listener orientation)

2009-11-02 Thread Erik Hofman
Thanks to the help of Tim I am now really close to properly aligned, positioned and orientated sounds. Now for the bad part, except for Tower View and Fly-By View the orientation (and relative position) seem to have no effect? Erik

[Flightgear-devel] Call for Help (SoundSystem listener orientation)

2009-11-01 Thread Erik Hofman
At this time I've tried about everything to get the listener orientation aligned properly. What's needed it converting the ViewOrientation matrix (quaternation) and/or ViewOrientationOffset matrix (quaternation) to align with OpenGL and get the look-at and look-up vector from it. the look-at

Re: [Flightgear-devel] Call for Help (SoundSystem listener orientation)

2009-11-01 Thread Ron Jensen
On Sun, 2009-11-01 at 18:28 +0100, Erik Hofman wrote: At this time I've tried about everything to get the listener orientation aligned properly. What's needed it converting the ViewOrientation matrix (quaternation) and/or ViewOrientationOffset matrix (quaternation) to align with OpenGL and

Re: [Flightgear-devel] Call for Help (SoundSystem listener orientation)

2009-11-01 Thread Erik Hofman
Ron Jensen wrote: Erik, I'm not good at this stuff at all, but I just remembered that the mpmap code recovers yaw, pitch and roll from the quaternion passed in the multiplayer message... Is that what you need? Or is that where you started from? Not really, I need a (normalized) 3d vector

Re: [Flightgear-devel] Call for Help (SoundSystem listener orientation)

2009-11-01 Thread John Denker
On 11/01/2009 10:28 AM, Erik Hofman wrote: At this time I've tried about everything to get the listener orientation aligned properly. What's needed it converting the ViewOrientation matrix (quaternation) and/or ViewOrientationOffset matrix (quaternation) to align with OpenGL and get the

Re: [Flightgear-devel] Call for Help (SoundSystem listener orientation)

2009-11-01 Thread Erik Hofman
John Denker wrote: /** * Description: ORIENTATION is a pair of 3-tuples representing the * 'at' direction vector and 'up' direction of the Object in * Cartesian space. AL expects two vectors that are orthogonal to Hm that's an oversight, it should not be in Cartesian space

Re: [Flightgear-devel] Call for Help (SoundSystem listener orientation)

2009-11-01 Thread John Denker
On 10/18/2009 02:04 AM, Erik Hofman wrote: I suspect there still is a positioning or orientation problem hiding somewhere that's causing it. My speed lessons in quaternations don't pay out just yet I guess. A possibly helpful discussion of rotations can be found at

Re: [Flightgear-devel] Call for Help (SoundSystem listener orientation)

2009-11-01 Thread Tim Moore
On 11/01/2009 06:28 PM, Erik Hofman wrote: At this time I've tried about everything to get the listener orientation aligned properly. What's needed it converting the ViewOrientation matrix (quaternation) and/or ViewOrientationOffset matrix (quaternation) to align with OpenGL and get the

Re: [Flightgear-devel] Call for Help (SoundSystem listener orientation)

2009-11-01 Thread Tim Moore
On 11/01/2009 06:28 PM, Erik Hofman wrote: At this time I've tried about everything to get the listener orientation aligned properly. What's needed it converting the ViewOrientation matrix (quaternation) and/or ViewOrientationOffset matrix (quaternation) to align with OpenGL and get the