Re: [Audyssey] help with 3d sound movement please?

2013-06-09 Thread Thomas Ward
Hi Cara,

i'll take your word on that. Its been like three years since I looked
at SFML after it crashed on Windows XP so I'm not too sure how
SFML-Audio wraps the OpenAL listener and what level of control it
provides other than a very preliminary look at it. That said I may
give SFML another chance eventually as I am interested in writing FPS
games for Linux and so far SFML is the only API close enough to
DirectX for Linux developers able to handle a 3d FPS game.

On 6/8/13, Cara Quinn caraqu...@caraquinn.com wrote:
 Hi Thomas, if you can get a reference to the device context and listener,
 you can change things like the distance model, speed of sound, roll-off
 factor etc.

 HTH


 Cara :)
 ---
 View my Online Portfolio at:

 http://www.onemodelplace.com/CaraQuinn

 Follow me on Twitter!

 https://twitter.com/ModelCara

 On Jun 8, 2013, at 3:50 AM, Thomas Ward thomasward1...@gmail.com wrote:

 Hi Cara,

 I know, but only if using OpenAL directly. At the time I was using
 SFML-Audio which was a wrapper for OpenAL and I never could figure out
 how to change the distance model and roll-off factor using SFML-Audio.
 Perhaps I'll give it another look sometime.

 Cheers!

 On 6/8/13, Cara Quinn caraqu...@caraquinn.com wrote:
 HI Thomas, you can change the distance model and roll-off factor with
 OpenAL.

 Smiles,s

 Cara :)
 ---
 View my Online Portfolio at:

 http://www.onemodelplace.com/CaraQuinn

 Follow me on Twitter!

 https://twitter.com/ModelCara

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Re: [Audyssey] help with 3d sound movement please?

2013-06-08 Thread Cara Quinn
HI Thomas, you can change the distance model and roll-off factor with OpenAL.

Smiles,s

Cara :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

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On Jun 7, 2013, at 8:22 PM, Thomas Ward thomasward1...@gmail.com wrote:

Hi Willem,

I know what you mean. A couple of years ago I updated MOTA to use
OpenAL via SFML and the panning calculations were done using a
logarithmic roll-off factor. It was correct from a mathematical point
of view, correct from a programming point of view, but everyone and
their uncle complained about the audio because it sounded wrong to
them. The reason for that is they were use to the way DirectSound uses
a linear roll-off when panning, and there was no way to reconcile the
two approaches to audio.

Cheers!

On 6/7/13, Willem Venter dwill...@gmail.com wrote:
 Most audio games use the linear audio formulas and that is what we
 have gotten used to. Now if we hear it done in the *correct* way which
 is logarithmic, it sounds wrong.
 

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Re: [Audyssey] help with 3d sound movement please?

2013-06-08 Thread Thomas Ward
Hi Cara,

I know, but only if using OpenAL directly. At the time I was using
SFML-Audio which was a wrapper for OpenAL and I never could figure out
how to change the distance model and roll-off factor using SFML-Audio.
Perhaps I'll give it another look sometime.

Cheers!

On 6/8/13, Cara Quinn caraqu...@caraquinn.com wrote:
 HI Thomas, you can change the distance model and roll-off factor with
 OpenAL.

 Smiles,s

 Cara :)
 ---
 View my Online Portfolio at:

 http://www.onemodelplace.com/CaraQuinn

 Follow me on Twitter!

 https://twitter.com/ModelCara

---
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Re: [Audyssey] help with 3d sound movement please?

2013-06-08 Thread Cara Quinn
Hi Thomas, if you can get a reference to the device context and listener, you 
can change things like the distance model, speed of sound, roll-off factor etc.

HTH


Cara :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Jun 8, 2013, at 3:50 AM, Thomas Ward thomasward1...@gmail.com wrote:

Hi Cara,

I know, but only if using OpenAL directly. At the time I was using
SFML-Audio which was a wrapper for OpenAL and I never could figure out
how to change the distance model and roll-off factor using SFML-Audio.
Perhaps I'll give it another look sometime.

Cheers!

On 6/8/13, Cara Quinn caraqu...@caraquinn.com wrote:
 HI Thomas, you can change the distance model and roll-off factor with
 OpenAL.
 
 Smiles,s
 
 Cara :)
 ---
 View my Online Portfolio at:
 
 http://www.onemodelplace.com/CaraQuinn
 
 Follow me on Twitter!
 
 https://twitter.com/ModelCara

---
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[Audyssey] help with 3d sound movement please?

2013-06-07 Thread Ken The PionEar
I'm having another look at Heywire, but this applies to all my games. It's 
quite obvious that if you use regular patterns for moving in 3d space, things 
tend to seem to move slowly when far from you, and faster the closer they get 
until, suddenly, they skp right past your head. Does anybody have a formula to 
make this transition smoother?
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com . 
Crazy Ken
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Re: [Audyssey] help with 3d sound movement please?

2013-06-07 Thread Thomas Ward
Hi Ken,

Not really. Are you using logarithmic or linier based formulas here.
That makes a big difference in the positioning of sounds in real time.

Cheers!


On 6/7/13, Ken The PionEar kenwdow...@me.com wrote:
 I'm having another look at Heywire, but this applies to all my games. It's
 quite obvious that if you use regular patterns for moving in 3d space,
 things tend to seem to move slowly when far from you, and faster the closer
 they get until, suddenly, they skp right past your head. Does anybody have a
 formula to make this transition smoother?
 Check out my games at
 www.ThePionEar.net
 and my music, and that of my band, at
 www.ThePionEar.net/BlindLabyrinth.html .
 If you want to reach me, you can call 419-744-0517, friend me on Facebook,
 (KenWDowney,) or write me at kenwdow...@me.com .
 Crazy Ken
 ---
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Re: [Audyssey] help with 3d sound movement please?

2013-06-07 Thread Ken The PionEar
I figured that logarithmic movement was the way to go, but don't know 
anything about how to  implement it. In Directx 8 panning is logarithmic but 
not 3d movement wich in itself seems quite odd.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 07, 2013 2:03 PM
Subject: Re: [Audyssey] help with 3d sound movement please?



Hi Ken,

Not really. Are you using logarithmic or linier based formulas here.
That makes a big difference in the positioning of sounds in real time.

Cheers!


On 6/7/13, Ken The PionEar kenwdow...@me.com wrote:
I'm having another look at Heywire, but this applies to all my games. 
It's

quite obvious that if you use regular patterns for moving in 3d space,
things tend to seem to move slowly when far from you, and faster the 
closer
they get until, suddenly, they skp right past your head. Does anybody 
have a

formula to make this transition smoother?
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on 
Facebook,

(KenWDowney,) or write me at kenwdow...@me.com .
Crazy Ken
---
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Re: [Audyssey] help with 3d sound movement please?

2013-06-07 Thread Thomas Ward
Hi Ken,

Yeah, logarithmic  based formulas are more accurate, but they don't
roll off as smoothly as linier ones. That could be why sounds aren't
panning and rolling off correctly. Plus DirectSound is a piece of junk
when it comes to 3d audio anyway, and I recommend if you are serious
about 3d audio look at OpenAL or something else with a better virtual
3d design. Although, I'm not sure if there is a Com component for
OpenAL that will work with VB 6.
.

Cheers!



On 6/7/13, Ken The PionEar kenwdow...@me.com wrote:
 I figured that logarithmic movement was the way to go, but don't know
 anything about how to  implement it. In Directx 8 panning is logarithmic but

 not 3d movement wich in itself seems quite odd.
 Check out my games at
 www.ThePionEar.net
 and my music, and that of my band, at
 www.ThePionEar.net/BlindLabyrinth.html .
 If you want to reach me, you can call 419-744-0517, friend me on Facebook,
 (KenWDowney,) or write me at kenwdow...@me.com .
 Crazy Ken
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, June 07, 2013 2:03 PM
 Subject: Re: [Audyssey] help with 3d sound movement please?


 Hi Ken,

 Not really. Are you using logarithmic or linier based formulas here.
 That makes a big difference in the positioning of sounds in real time.

 Cheers!


 On 6/7/13, Ken The PionEar kenwdow...@me.com wrote:
 I'm having another look at Heywire, but this applies to all my games.
 It's
 quite obvious that if you use regular patterns for moving in 3d space,
 things tend to seem to move slowly when far from you, and faster the
 closer
 they get until, suddenly, they skp right past your head. Does anybody
 have a
 formula to make this transition smoother?
 Check out my games at
 www.ThePionEar.net
 and my music, and that of my band, at
 www.ThePionEar.net/BlindLabyrinth.html .
 If you want to reach me, you can call 419-744-0517, friend me on
 Facebook,
 (KenWDowney,) or write me at kenwdow...@me.com .
 Crazy Ken
 ---
 Gamers mailing list __ Gamers@audyssey.org
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Re: [Audyssey] help with 3d sound movement please?

2013-06-07 Thread Ken The PionEar
I haven't found an openAl library   for vb6. I'm afraid the sad fact of the 
matter is that i'm going to have to kiss vb6 goodbye and move on. *cries 
tears and buries old friend with a beer*
I'd love to know how aprone and David Greenwood got such good 3d movement 
though...


Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 07, 2013 3:15 PM
Subject: Re: [Audyssey] help with 3d sound movement please?



Hi Ken,

Yeah, logarithmic  based formulas are more accurate, but they don't
roll off as smoothly as linier ones. That could be why sounds aren't
panning and rolling off correctly. Plus DirectSound is a piece of junk
when it comes to 3d audio anyway, and I recommend if you are serious
about 3d audio look at OpenAL or something else with a better virtual
3d design. Although, I'm not sure if there is a Com component for
OpenAL that will work with VB 6.
.

Cheers!



On 6/7/13, Ken The PionEar kenwdow...@me.com wrote:

I figured that logarithmic movement was the way to go, but don't know
anything about how to  implement it. In Directx 8 panning is logarithmic 
but


not 3d movement wich in itself seems quite odd.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on 
Facebook,

(KenWDowney,) or write me at kenwdow...@me.com .
Crazy Ken
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 07, 2013 2:03 PM
Subject: Re: [Audyssey] help with 3d sound movement please?



Hi Ken,

Not really. Are you using logarithmic or linier based formulas here.
That makes a big difference in the positioning of sounds in real time.

Cheers!


On 6/7/13, Ken The PionEar kenwdow...@me.com wrote:

I'm having another look at Heywire, but this applies to all my games.
It's
quite obvious that if you use regular patterns for moving in 3d space,
things tend to seem to move slowly when far from you, and faster the
closer
they get until, suddenly, they skp right past your head. Does anybody
have a
formula to make this transition smoother?
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on
Facebook,
(KenWDowney,) or write me at kenwdow...@me.com .
Crazy Ken
---
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Re: [Audyssey] help with 3d sound movement please?

2013-06-07 Thread Thomas Ward
Hi Ken,

Well, keep in mind the 3d audio only works on Windows XP and earlier.
If you were using Windows 7 like me you would be cursing DirectSound
up one side and down the other, because the 3d audio isn't that hot on
newer Windows versions in their games. :D

All the same I think Shades of Doom, Tank Commander, and Swamp work as
well as they do on XP because they are using the right formulas or
calculations to properly position the audio in 3d. Since I am not
using XP myself it would be hard for me to look at your code and offer
up suggestions without being able to test it for accuracy.

However, in the long run you are right. Eventually, you are going to
have to kiss VB 6 goodbye, and adopt something else if you want to get
into serious 3d audio using OpenAL etc. Especially, if you ever intend
to update past XP.

On 6/7/13, Ken The PionEar kenwdow...@me.com wrote:
 I haven't found an openAl library   for vb6. I'm afraid the sad fact of the

 matter is that i'm going to have to kiss vb6 goodbye and move on. *cries
 tears and buries old friend with a beer*
 I'd love to know how aprone and David Greenwood got such good 3d movement
 though...

 Check out my games at
 www.ThePionEar.net
 and my music, and that of my band, at
 www.ThePionEar.net/BlindLabyrinth.html .
 If you want to reach me, you can call 419-744-0517, friend me on Facebook,
 (KenWDowney,) or write me at kenwdow...@me.com .
 Crazy Ken
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, June 07, 2013 3:15 PM
 Subject: Re: [Audyssey] help with 3d sound movement please?


 Hi Ken,

 Yeah, logarithmic  based formulas are more accurate, but they don't
 roll off as smoothly as linier ones. That could be why sounds aren't
 panning and rolling off correctly. Plus DirectSound is a piece of junk
 when it comes to 3d audio anyway, and I recommend if you are serious
 about 3d audio look at OpenAL or something else with a better virtual
 3d design. Although, I'm not sure if there is a Com component for
 OpenAL that will work with VB 6.
 .

 Cheers!



 On 6/7/13, Ken The PionEar kenwdow...@me.com wrote:
 I figured that logarithmic movement was the way to go, but don't know
 anything about how to  implement it. In Directx 8 panning is logarithmic

 but

 not 3d movement wich in itself seems quite odd.
 Check out my games at
 www.ThePionEar.net
 and my music, and that of my band, at
 www.ThePionEar.net/BlindLabyrinth.html .
 If you want to reach me, you can call 419-744-0517, friend me on
 Facebook,
 (KenWDowney,) or write me at kenwdow...@me.com .
 Crazy Ken
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, June 07, 2013 2:03 PM
 Subject: Re: [Audyssey] help with 3d sound movement please?


 Hi Ken,

 Not really. Are you using logarithmic or linier based formulas here.
 That makes a big difference in the positioning of sounds in real time.

 Cheers!


 On 6/7/13, Ken The PionEar kenwdow...@me.com wrote:
 I'm having another look at Heywire, but this applies to all my games.
 It's
 quite obvious that if you use regular patterns for moving in 3d space,
 things tend to seem to move slowly when far from you, and faster the
 closer
 they get until, suddenly, they skp right past your head. Does anybody
 have a
 formula to make this transition smoother?
 Check out my games at
 www.ThePionEar.net
 and my music, and that of my band, at
 www.ThePionEar.net/BlindLabyrinth.html .
 If you want to reach me, you can call 419-744-0517, friend me on
 Facebook,
 (KenWDowney,) or write me at kenwdow...@me.com .
 Crazy Ken
 ---
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Re: [Audyssey] help with 3d sound movement please?

2013-06-07 Thread Willem Venter
Most audio games use the linear audio formulas and that is what we
have gotten used to. Now if we hear it done in the *correct* way which
is logarithmic, it sounds wrong.

On 6/7/13, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Ken,

 Well, keep in mind the 3d audio only works on Windows XP and earlier.
 If you were using Windows 7 like me you would be cursing DirectSound
 up one side and down the other, because the 3d audio isn't that hot on
 newer Windows versions in their games. :D

 All the same I think Shades of Doom, Tank Commander, and Swamp work as
 well as they do on XP because they are using the right formulas or
 calculations to properly position the audio in 3d. Since I am not
 using XP myself it would be hard for me to look at your code and offer
 up suggestions without being able to test it for accuracy.

 However, in the long run you are right. Eventually, you are going to
 have to kiss VB 6 goodbye, and adopt something else if you want to get
 into serious 3d audio using OpenAL etc. Especially, if you ever intend
 to update past XP.

 On 6/7/13, Ken The PionEar kenwdow...@me.com wrote:
 I haven't found an openAl library   for vb6. I'm afraid the sad fact of
 the

 matter is that i'm going to have to kiss vb6 goodbye and move on. *cries
 tears and buries old friend with a beer*
 I'd love to know how aprone and David Greenwood got such good 3d movement
 though...

 Check out my games at
 www.ThePionEar.net
 and my music, and that of my band, at
 www.ThePionEar.net/BlindLabyrinth.html .
 If you want to reach me, you can call 419-744-0517, friend me on
 Facebook,
 (KenWDowney,) or write me at kenwdow...@me.com .
 Crazy Ken
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, June 07, 2013 3:15 PM
 Subject: Re: [Audyssey] help with 3d sound movement please?


 Hi Ken,

 Yeah, logarithmic  based formulas are more accurate, but they don't
 roll off as smoothly as linier ones. That could be why sounds aren't
 panning and rolling off correctly. Plus DirectSound is a piece of junk
 when it comes to 3d audio anyway, and I recommend if you are serious
 about 3d audio look at OpenAL or something else with a better virtual
 3d design. Although, I'm not sure if there is a Com component for
 OpenAL that will work with VB 6.
 .

 Cheers!



 On 6/7/13, Ken The PionEar kenwdow...@me.com wrote:
 I figured that logarithmic movement was the way to go, but don't know
 anything about how to  implement it. In Directx 8 panning is
 logarithmic

 but

 not 3d movement wich in itself seems quite odd.
 Check out my games at
 www.ThePionEar.net
 and my music, and that of my band, at
 www.ThePionEar.net/BlindLabyrinth.html .
 If you want to reach me, you can call 419-744-0517, friend me on
 Facebook,
 (KenWDowney,) or write me at kenwdow...@me.com .
 Crazy Ken
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, June 07, 2013 2:03 PM
 Subject: Re: [Audyssey] help with 3d sound movement please?


 Hi Ken,

 Not really. Are you using logarithmic or linier based formulas here.
 That makes a big difference in the positioning of sounds in real time.

 Cheers!


 On 6/7/13, Ken The PionEar kenwdow...@me.com wrote:
 I'm having another look at Heywire, but this applies to all my games.
 It's
 quite obvious that if you use regular patterns for moving in 3d
 space,
 things tend to seem to move slowly when far from you, and faster the
 closer
 they get until, suddenly, they skp right past your head. Does anybody
 have a
 formula to make this transition smoother?
 Check out my games at
 www.ThePionEar.net
 and my music, and that of my band, at
 www.ThePionEar.net/BlindLabyrinth.html .
 If you want to reach me, you can call 419-744-0517, friend me on
 Facebook,
 (KenWDowney,) or write me at kenwdow...@me.com .
 Crazy Ken
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 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/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the
 list,
 please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] help with 3d sound movement please?

2013-06-07 Thread Thomas Ward
Hi Willem,

I know what you mean. A couple of years ago I updated MOTA to use
OpenAL via SFML and the panning calculations were done using a
logarithmic roll-off factor. It was correct from a mathematical point
of view, correct from a programming point of view, but everyone and
their uncle complained about the audio because it sounded wrong to
them. The reason for that is they were use to the way DirectSound uses
a linear roll-off when panning, and there was no way to reconcile the
two approaches to audio.

Cheers!

On 6/7/13, Willem Venter dwill...@gmail.com wrote:
 Most audio games use the linear audio formulas and that is what we
 have gotten used to. Now if we hear it done in the *correct* way which
 is logarithmic, it sounds wrong.


---
Gamers mailing list __ Gamers@audyssey.org
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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/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.