HI Thomas, you can change the distance model and roll-off factor with OpenAL.
Smiles,s Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Jun 7, 2013, at 8:22 PM, Thomas Ward <[email protected]> wrote: Hi Willem, I know what you mean. A couple of years ago I updated MOTA to use OpenAL via SFML and the panning calculations were done using a logarithmic roll-off factor. It was correct from a mathematical point of view, correct from a programming point of view, but everyone and their uncle complained about the audio because it sounded wrong to them. The reason for that is they were use to the way DirectSound uses a linear roll-off when panning, and there was no way to reconcile the two approaches to audio. Cheers! On 6/7/13, Willem Venter <[email protected]> wrote: > Most audio games use the linear audio formulas and that is what we > have gotten used to. Now if we hear it done in the *correct* way which > is logarithmic, it sounds wrong. > --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected]. --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
