Have you still got that test app I'd just like to hear it out of interest. -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Thomas Ward Sent: 09 October 2010 23:56 To: Gamers Discussion list Subject: Re: [Audyssey] Panning in MOTA FPS
Hi Scott, To be honest I am not sure what the FPS version will sound like once I convert it over to the new engine and actually test it with OpenAL, but it stands to reason it will likely sound better since that is what OpenAL's 3d rendering was designed for. I do believe the problem is that we are attempting to take an audio system designed for 5.1 surround sound audio and produce a simple 2d pan effect with it in the side-scroller. The results of that failed attempt pretty much speak for themselves. I don't find that too surprising, because clear back in December when I was beginning to convert the game engine from .Net to C++ I took a serious look at FMOD by Firelight Technologies. I created a test application in 3d using FMOD where I walked around a big room listening to things and the audio outpit was awesome. When I tried to pan sounds using its pan setting it didn't sound quite right. It didn't sound quite like DirectSound and I did get complaints back then about panning being off, but the 3d audio was dead on. I am hoping and even assuming the same is true for OpenAL. The FPS version may sound good using the 3d audio features of OpenAL, but 2d stereo panning just doesn't quite cut it. If worst comes to worst and the FPS version doesn't sound good with OpenAL I'll invest in FMOD because I know its 3d audio rendering is first rate and FMOD is cross-platform. Cheers! On 10/9/10, Scott Chesworth <[email protected]> wrote: > Hi Tom, quick question for you. > > The difference in panning in MOTA Beta 14 and the reasons for it have > been, um, shall we say thoroughly covered. Forgive me if I've missed > it, but I haven't yet seen anybody discussing how the new setup will > work for the FPS version. I guess what I'm asking is, are the current > jumps across the stereo field that people are struggling with only > occuring because you're having to try and find the common ground > between a 2d audio landscape and a panning system that was designed > exclusively for realism in 3d maps? > > I'm hoping that the answer to this will be that the FPS version will > sound more natural whenever it's ready to be rolled out. Seems logical > to assume given all the cool sounding stuff that's still happening on > consoles, but I thought I'd check for sure. Call me a maverick, but > I'm trying to make panning and positivity fit into the same sentence > lol! > > Cheers > Scott --- 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].
