Well I breakpointed that line and the roll is getting sent properly,
however it seems that the spatialization system doesn't handle it
properly. As soon as the roll is non-zero you get weird inversions.
This happens when you pitch over 90 degrees also (the angles go from
[0 90 0] to [180 89 180]). I guess I will write this off as an engine
limitation and live with it.

Jay, if you ever want to test this yourself, set sv_rollangle to 180
and throw a grenade straight ahead then sidestep to cause the view to
roll. You will see that the grenade will sound like its coming from
behind you at 180, coming from the left at 90 degrees roll and from
the right at 270 degrees roll.

On 8/2/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
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: hlcoders@list.valvesoftware.com
> 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: hlcoders@list.valvesoftware.com
> > > 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: hlcoders@list.valvesoftware.com
> > > > > 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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