Thank you!!
that was an invaluable piece of information! You mention it is used
for a 'large part of its playback'
do you know exactly what extent the source engine controls the miles
API's? or what version of the API is used?
I am also contacting miles directly regarding this info,
I have managed to find out a LOT more information already just from
the details you provided
again thanks very much
Ant
On 17 Jan 2008, at 06:50, Adam amckern McKern wrote:
You would want to maybe email [EMAIL PROTECTED]
and ask them about it as the source engine uses the
miles sound system for a large part of its playback.
Adam
--- Anthony Mann <[EMAIL PROTECTED]> wrote:
Hi again
Im writing a paper at the moment on sound design for
games and i have
a few questions some of you may be able to help me
out with!
I have been enjoying manipulating and creating
soundscapes in the hl2
engine, and have been using hammer since CS 1.4. I'm
especially
interested in the DSP built into the source engine.
Does anyone know any details of how the DSP system
calculates the echo/
reverb for the room size/room geometry? is it rt-60
based? is it
modular? is it possible to add DSP code without a
total re-compile?
How are these DSP elements written?
Does anyone also have any good resources on the
sound engine used
within source? i have found some sparse
documentation, and the SDK
references but i would love to know the workings on
a lower level than
these provide.
Hope someone can point me in the right direction,
Thanks
Ant
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