Re: [Audiogames-reflector] Camlorn_audio 0.1

2014-02-25 Thread AudioGames.net Forum — New releases room: Manu


Re: Camlorn_audio 0.1

Yes, we need something to control the sound in games better and better...Lets try to do bindings for other languages... I would like to do this, but I have to check if I will be able to.Only a joke: everything is ok and nice until we hear about Python... :LOL:URL: http://forum.audiogames.net/viewtopic.php?pid=166616#p166616

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Re: [Audiogames-reflector] Camlorn_audio 0.1

2014-01-29 Thread AudioGames.net Forum — New releases room: camlorn


Re: Camlorn_audio 0.1

Also, for the record: I will be announcing progress on twitter and my blog, primarily. I will come here only for major version updates or critical information. Updating the blog and twitter is easy-the twitter updates are the blog post-but I dont want to try to keep three sources in sync, and I dont think people want to hear about 0.1.1, 0.1.2, 0.1.3...etc. Or whatever I end up numbering them.I will come back here to post the ticket/bug tracker URL when I get that worked out.URL: http://forum.audiogames.net/viewtopic.php?pid=163509#p163509

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Re: [Audiogames-reflector] Camlorn_audio 0.1

2014-01-28 Thread AudioGames.net Forum — New releases room: yukionozawa


Re: Camlorn_audio 0.1

Ive never used Python, so I think I need to learn it. I hope that it will be accessible for other languages. The demo you posted is fantastic.URL: http://forum.audiogames.net/viewtopic.php?pid=163326#p163326

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Re: [Audiogames-reflector] Camlorn_audio 0.1

2014-01-28 Thread AudioGames.net Forum — New releases room: kyle12


Re: Camlorn_audio 0.1

Hi,@camlorn. this looks genuinely awsome. Ive always thought python is a bit of a slow language myself, but who knows. It could work.URL: http://forum.audiogames.net/viewtopic.php?pid=163357#p163357

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Re: [Audiogames-reflector] Camlorn_audio 0.1

2014-01-27 Thread AudioGames.net Forum — New releases room: SLJ


Re: Camlorn_audio 0.1

Hi.Interesting stuff. I wont be able to use it though. Is this engine used in any games yet? im asking because Im interested to hear how it works regarding to panning the sounds.URL: http://forum.audiogames.net/viewtopic.php?pid=163234#p163234

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Re: [Audiogames-reflector] Camlorn_audio 0.1

2014-01-27 Thread AudioGames.net Forum — New releases room: yukionozawa


Re: Camlorn_audio 0.1

I couldnt install it because I didnt have python installed. Is this going to be a DLL that other languages can call functions in this library?URL: http://forum.audiogames.net/viewtopic.php?pid=163256#p163256

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Re: [Audiogames-reflector] Camlorn_audio 0.1

2014-01-27 Thread AudioGames.net Forum — New releases room: camlorn


Re: Camlorn_audio 0.1

It has a DLL. I did not include it with that release separately, but its how the python bindings work. It can be made to work in other languages, but the priority is Python: Python has everything needed for making audiogames and is my language of choice, and Im the author. For an example of a game in python, though not one using Camlorn_audio (yet anyway-it is open source now), see Sound RTS. If you want to try it, python does come as an installer and takes about 5 minutes to set up.It has been used in a game, but I havent released it because its not finished and may be commercial when I do so. The status of the game is undecided, as Ive got other projects. It does work as my testbed and is playable. Im thinking about open sourcing game_engine (mane loop with keyboard and mouse, event-based with the ability for overlays), an math3d (cartesian to polar/spherical coordinates, some common vector
  operations) both of which came out of that project.The old Camlorn_audio demo is still up. This isnt the best you can get out of it, nor is it the most realistic and/or game-like thing, but it shows it off pretty well:http://camlorn.net/sounds/camlorn_audio_demo.oggThat starts with vertical circles, but apparently the sound horizontal to a lot of people. Also, and I am not kidding, if you put your head down or something while listening to it, it can sound kinda strange (that literally caused problems at one point with debugging, and no Im really not kidding). Making a new one is on my to-do list.This is not pan. It will fall back to pan if it can get nothing else. This is pre-Vista 3d audio, from the golden days of DirectX, only without DirectX (and yes, the API is different). It uses the MIT HRTF datasets if it can. It uses your surround sou
 nd system if it can (theoretically on this last one-I dont have a surround sound system to actually test that with). The library does not have pan as such at the moment-the model it uses is much more powerful. Sounds are given positions in 3 dimensions-x, y, and z. They can be optionally given effects. You talk about them as where they are in the world, not as where the are relative to a player. You then create and activate a viewpoint, and move that around your world as the player moves. The library handles recalculating what sounds should sound like, both for moving and turning. I will probably add pan at some point, as that can be useful for some things, but you can get it now if you really need it: make a sound, set head relative to true, and set it somewhere on the line from (-2, 0, -1) to (2, 0, -1). That is a hack, yes, but will work until I get that in. The game Ive got, including the radar, does not use pan a
 t all-I found a better way to do it on top of this abstraction.Since it can use surround sound systems and all that, and since pan is a faulty abstraction for more than two speakers, Im hesitating on this one. The alternative I used for the place I thought I needed pan worked out better anyway. Ill probably put it in, as I know a lot of people are going to want it, but if all you want is simple pan this probably isnt the library for you. The point is for games that want more than pan in the first place, and it can and will try to use multichannel speaker configurations if it can, i.e. 5.1. The question with that is this: what does pan of -1 mean? There is no left speaker.Obviously, this needs tutorials. Those are going to come at some point, but not tomorrow. They take time, and I want everything to be proven functional first.And lastly, for one other place this is in use. For those who have used Un
 spoken, the NVDA add-on by Bryan, this is what he used for the 3d audio (which is, basically, the whole add-on). Note: that is an early version of the library and only works properly at 44.1 khz; if you used it and thought Hey, thats not 3d, its possible your system was set to something higher and/or lower.URL: http://forum.audiogames.net/viewtopic.php?pid=163260#p163260

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Re: [Audiogames-reflector] Camlorn_audio 0.1

2014-01-27 Thread AudioGames.net Forum — New releases room: SLJ


Re: Camlorn_audio 0.1

[[wow]]. I look forward to see it in any games in the future.URL: http://forum.audiogames.net/viewtopic.php?pid=163320#p163320

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[Audiogames-reflector] Camlorn_audio 0.1

2014-01-26 Thread AudioGames.net Forum — New releases room: camlorn


Camlorn_audio 0.1

First, a warning. Documentation is lacking and there are almost certainly bugs. This is not ready for production software. I make no promises of backward compatibility until 1.0.That said: Im declaring Camlorn_audio to be 0.1, and have released it. Im just going to link the blog; no need to repeat everything here.http://camlorn.net/posts/camlorn_audio-01.htmlFor those who dont know, this is a library for 3D audio in, primarily, Python. There is a C++ version, but you need to build that yourself. I will probably create other bindings in future. There will not be any BGT bindings from me, nor will I support them. If you want some, youre going to need to write them yourself.URL: http://forum.audiogames.net/viewtopic.php?pid=163195#p163195

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