src/cl_dll/view.cpp:
engine->SetHearingOrigin( m_View.origin, m_View.angles );
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Daniel Menard
> Sent: Wednesday, August 02, 2006 8:09 AM
> To: [email protected]
> Subject: Re: [hlcoders] Distance Variant Sounds
>
> Ok Jay, I got my attenuation problem fixed (attenuation was
> set way too low, 140dB is darn loud). Now I have another
> question. We've been having sound spacialization issues with
> our vehicles. They're space vehicles so we got the whole 6
> degrees of freedom thing going. The sound spatialization
> seems to really get out of wack when you roll the craft
> though. Say I have a firing sound playing straight ahead, if
> I roll continuously, the sound travels around in a circle.
> Something similar happens when the pitch goes beyond 90
> degrees up or down. If I stay within "player limits" for yaw
> and pitch and keep my roll at 0, everything works fine.
> Beyond that, its anybody's guess where the sound is coming
> from. When I'm upside down in a roll... the sound seems to be
> completely inverted (sound on the left coming from right
> channel). Is there some SDK function I can modify to change
> this behavior or its an engine limitation? My guess would be
> that its using the forward vector to find pitch and yaw but
> forgets about roll (which would invert the channels for correctness).
>
> On 8/1/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
> > It's not in the SDK update or in development at this time.
> >
> > > -----Original Message-----
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf
> Of Daniel
> > > Menard
> > > Sent: Tuesday, August 01, 2006 2:06 PM
> > > To: [email protected]
> > > Subject: Re: [hlcoders] Distance Variant Sounds
> > >
> > > I'm using the standard WeaponSound code to play these sounds, yet
> > > they still come out really loud at a distance. I tried to
> run them
> > > with spatialized stereo again and same problem. I guess I'm gonna
> > > turn my attention to the code and see if anything is missing.
> > >
> > > On a side note, any chance the fade start/end distances can be
> > > placed in the script in the following SDK update (or the
> one after)?
> > >
> > > On 8/1/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
> > > > updated with distances (no they can't be modified without
> > > changing the
> > > > engine code at present):
> > > > http://developer.valvesoftware.com/wiki/Soundscripts
> > > >
> > > > I don't see any issue with spatialization of distance
> > > variant sounds.
> > > > My guess is that you aren't emitting the sound from a
> particular
> > > > entity (using the world?) or the codepath you are using is
> > > not passing
> > > > the origin through in some case.
> > > >
> > > >
> > > > > -----Original Message-----
> > > > > From: [EMAIL PROTECTED]
> > > > > [mailto:[EMAIL PROTECTED] On Behalf
> > > Of Daniel
> > > > > Menard
> > > > > Sent: Tuesday, August 01, 2006 9:12 AM
> > > > > To: [email protected]
> > > > > Subject: [hlcoders] Distance Variant Sounds
> > > > >
> > > > > Is it possible to change the distance at which the
> > > distance variant
> > > > > sounds are crossfaded. Right now the default seems to be
> > > 1000 units
> > > > > or so. Is there some way to modify this in the script?
> > > > >
> > > > > Also, these seems to be a bug with distance variant
> sounds where
> > > > > they don't attenuate correctly, was this planned? I am
> > > trying to use
> > > > > it for engine sounds and it sounds like its right infront
> > > of you and
> > > > > its 4000 units away (120dB soundlevel). Is there some way to
> > > > > turn this attenuation back on. If I stereo spatialize the
> > > > > sounds, they seem to attenuate fine.
> > > > >
> > > > > I've noticed that sounds using CHAN_STATIC are not
> attenuated,
> > > > > however these are CHAN_AUTO (they are replaced with
> appropriate
> > > > > channels in code, the 3 possible channels are
> > > CHAN_WEAPON, CHAN_ITEM
> > > > > and CHAN_BODY). Here is what the script looks like:
> > > > >
> > > > > "Engine.MainThrust"
> > > > > {
> > > > > "channel" "CHAN_AUTO"
> > > > > "volume" "0.6"
> > > > > "soundlevel" "SNDLVL_120dB"
> > > > >
> > > > > "wave" "^engines/main_thruster.wav"
> > > > > }
> > > > >
> > > > > I dunno if anyone can help with this?
> > > > >
> > > > > _______________________________________________
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> > > > >
> > > >
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> > >
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> > >
> > >
> >
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>
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