Hi Thomas,
Back in the good old days of DirectX 6 or 7 you could pan a stereo sound.
That is how the GMA engine played sounds.
David had all the sounds of Shades of Doom and Loan Wolf in mono but for
Pacman I had them all stereo.
True when you panned the sound too much you lost the stereo effect, but when
the thing got closer you could here the stereo effect so creatures close to
you sounded more realistic.
In Pacman and Sarah I had to switch from panning mono files to static stereo
files when a creature or ghost touched you.
Now the stereo file can have the creature zoom around you but it is an
effect of the file and not the creature's placement in the map.
Phil
----- Original Message -----
From: "Thomas Ward" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Saturday, April 27, 2013 2:42 AM
Subject: Re: [Audyssey] New Version of Soundscape Explorer
Hi Ken,
Actually, this has nothing to do with Microsoft specifically. All the
3d libraries out there be it OpenAL, FMOD Ex, Bass, etc use mono
sound samples for virtual 3d audio. There are technical reasons why
they use mono instead of stereo for virtual 3d audio, but I don't
recall off hand what they were specifically. However, what it comes
down to is it takes up less memory and CPU power to position mono
sounds than stereo sounds, and you don't need a stereo sound if you
are not going to play it back in stereo anyway.
For instance, when you play a stereo sound you have two channels left
and right. This is fine if you intend to play both channels at the
same time. However, if you are positioning a sound in 3d only the left
or right channel can be heard at a time negating the need for both
channels. You are just wasting CPU power and ram on an extra channel
and a much larger file that isn't being used to begin with. Make
sense?
Cheers!
---
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