Hi Thomas.

The panning thing is a secondary issue for me. The game is no less
playable for me and simply adding a distance to nearest monster key
would work fine. If you then fix it later on by using openAL, it would
be nice. Though if you leave it as is, no big deal.

On 10/7/10, shaun everiss <sm.ever...@gmail.com> wrote:
> this all depends if you are gona develop more side scrolers.
> if so then I guess open al will have to do.
> if not then I'd have no issue with you going back to direct sound
> then just not making any more side scrolers.
> scrolers are cool but 3dfps is what I really like along with sim games.
> At 04:30 p.m. 7/10/2010, you wrote:
>>Hi everyone,
>>Ok, I've basically just spent the better part of today as well as last
>>night looking into a solution for the panning issues for Mysteries of
>>the Ancients, and I'm sorry to say so far I'm not coming up with any
>>viable options or solutions to the problem. As it happpens it is not
>>just OpenAL that doesn't handle stereo panning well, but most of the
>>other audio mixing libraries I have tried don't do it either. At least
>>not the same way it worked in DirectSound. Let me explain the problem
>>further so we are all on the same page.
>>As I mentioned earlier on list OpenAL was mainly designed for games
>>using a 3d audio environment. Therefore sounds are to be renderd using
>>its 3d renderer. This, however, doesn't translate well into a 2d game
>>like MOTA because there is no 2d stereo pan control as such for me to
>>use. Despite a lot of good end user suggestions, e-mailing people, I
>>haven't found any realistic way to make OpenAL pan sounds the way
>>DirectSound does. Everyone I've asked pretty much told me to do it the
>>way I'm already doing it, but the pan effect, as you all know, sounds
>>nothing like the way it did in DirectSound.
>>With that in mind I decided to give SDL, the Simple Direct Media
>>Layer, another try. As it happens SDL Mixer has a stereo pan control,
>>but it doesn't render sounds the same way as DirectSound does. In
>>DirectSound you can set the position of the sound to the far left or
>>the far right and anywhere inbetween by giving it a value between
>>-10000 and 10000. With SDL Mixer a sound is either left, right, or
>>center with nothing in between. SDL Mixer allows you to control the
>>volume for each speaker individually, but you can't really position
>>the sound in that speaker. So obviously SDL Mixer really isn't a
>>solution here either.
>>In terms of cross-platform audio libraries that leaves us with FMOD by
>>Firelight Technologies. As some of you might remenber we tried this
>>already in a previous beta, perhaps beta 11 or beta 12, and while FMOD
>>does support panning it doesn't exactly sound like DirectSound either.
>>However, based on my personal experience FMOD is probably the closest
>>we can get to DirectSounds pan control.
>>However, FMOD is a commercial library and costs a fortune to license.
>>A single license for one platform is bad enough, but trying to license
>>it for Windows, Linux, and maybe eventually Mac is completely out of
>>my price range. We are talking thousands of dollars for a single game.
>>So that pretty much makes FMOD beyond a realistic solution here.
>>Some might say that going back to DirectSound is probably the best
>>solution, but that too is problematic. First of all by developing
>>games using DirectSound that would rule out any possability of
>>creating games for Mac and Linux. For some of us, who aren't Windows
>>users, this option is unacceptable. Second, even for Windows users
>>using DirectSound is less than a perfect solution in the long run.
>>As I mentioned before DirectSound hasn't been updated for ages, is now
>>deprecated by Microsoft, and is scheduled for removal from the
>>DirectSound API. It only comes with Windows 7 for backwards
>>compatibility with older games, but who knows how long that backwards
>>compatibility will last.  Using DirectSound is probably fine for now,
>>but what about down the road when XAudio2 eventually replaces
>>DirectSound on future Windows operating systems?
>>Actually, as of Windows 7 XAudio2 is now the recommended and prefered
>>audio mixer for game developers. The only problem is it doesn't have a
>>stereo pan option either. Like everything else you have to position
>>sounds through its 3d renderer. There may be a way to create a custom
>>pan option, but the way to do it is mostly hypathetical at this point.
>>I'd hate to spend days and even weeks working on trying to research
>>and create my own stereo pan control for XAudio2 when I'm not even
>>sure it will work, or that I can even get the desired results by
>>spending the time and effort.
>>So bottom line we have a fairly big choice to make. We can either
>>return to DirectSound for the short term, worry about finding a new
>>replacement for DirectSound later, or we can just go ahead and cut our
>>losses and go with OpenAL or something else to begin with. I agree
>>that panning sounds with OpenAL isn't quite the same, but I think it
>>is acceptable considering the fact that there really aren't any clear
>>cut alternatives. Plus since I'm mainly thinking about creating 3d
>>first-person games anyway, rather than lots of side-scrollers, the
>>problem we are talking about mainly applies to this single game. Other
>>games like Raceway and STFC won't have this issue. So I'm personally
>>in favor of just accepting OpenAL, such as it is, and moving on to
>>other issues.
>>However, as some of you have paid for this game I'd like to hear your
>>thoughts. I'm not really certain what I should do, and I'm frankly
>>tired of hearing about complaints over the audio panning issue. I
>>can't fix it without going back to DirectX, and that is only ashort
>>term solution anyway. So I really do need some advice what to do here.
>>
>>Thanks.
>>
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