I haven't found an openAl library for vb6. I'm afraid the sad fact of the
matter is that i'm going to have to kiss vb6 goodbye and move on. *cries
tears and buries old friend with a beer*
I'd love to know how aprone and David Greenwood got such good 3d movement
though...
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook,
(KenWDowney,) or write me at [email protected] .
Crazy Ken
----- Original Message -----
From: "Thomas Ward" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Friday, June 07, 2013 3:15 PM
Subject: Re: [Audyssey] help with 3d sound movement please?
Hi Ken,
Yeah, logarithmic based formulas are more accurate, but they don't
roll off as smoothly as linier ones. That could be why sounds aren't
panning and rolling off correctly. Plus DirectSound is a piece of junk
when it comes to 3d audio anyway, and I recommend if you are serious
about 3d audio look at OpenAL or something else with a better virtual
3d design. Although, I'm not sure if there is a Com component for
OpenAL that will work with VB 6.
.
Cheers!
On 6/7/13, Ken The PionEar <[email protected]> wrote:
I figured that logarithmic movement was the way to go, but don't know
anything about how to implement it. In Directx 8 panning is logarithmic
but
not 3d movement wich in itself seems quite odd.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on
Facebook,
(KenWDowney,) or write me at [email protected] .
Crazy Ken
----- Original Message -----
From: "Thomas Ward" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Friday, June 07, 2013 2:03 PM
Subject: Re: [Audyssey] help with 3d sound movement please?
Hi Ken,
Not really. Are you using logarithmic or linier based formulas here.
That makes a big difference in the positioning of sounds in real time.
Cheers!
On 6/7/13, Ken The PionEar <[email protected]> wrote:
I'm having another look at Heywire, but this applies to all my games.
It's
quite obvious that if you use regular patterns for moving in 3d space,
things tend to seem to move slowly when far from you, and faster the
closer
they get until, suddenly, they skp right past your head. Does anybody
have a
formula to make this transition smoother?
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on
Facebook,
(KenWDowney,) or write me at [email protected] .
Crazy Ken
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