Re: [Audyssey] Panning stereo sounds, was New Version of Soundscape Explorer

2013-04-29 Thread Ken The PionEar
I had actually thought of switching to DX7 for that exact reason. The 
marching band in mono doesn't sound like much, even with a 3d effect added. 
It just sounds like a good radio playing the sound. There's no real depth.
Then i thought about what i'd lose if I went to DX7. I wouldn't be able to 
add special effects, such as reverb, chorus, echo and the like. I'd also 
have to rewrite the whole direct input section.
Since I didn't like either of those two ideas, I chose to simply split the 
stereo sound into two identical wave files, a left mono sound and a right 
one, and play them simultaneously. If you mess with Soundscape, you'll 
notice that the marching band is in stereo, just like with DX7--but it's 
really just two wave files playing.
This is all well and good except for two things. First, the waste of CPU 
resources. This can be negated by checking the player's distance from the 
object. The sound of the right channel could be stopped until the player is 
a certain distance from the object. Then, you get the play position of the 
first file, play the second starting at that position, and move the sounds 
over to the minimum width and maximum width. I'm not sure how all this would 
sound, and right now it's purely theoretical. I do intend to give it a go 
eventually.
The other, and more serious problem in our time, since we have a lot more 
CPU resources than ever, is the doppler problem. With doppler turned on, one 
of the stereo files is sure to get out of sync with the other, and all you 
have left is an echo effect. I suppose that in the main program loop I could 
always get the position of the left channel and reset the right channel 
accordingly, but I'm still hoping to find a good alternative.

Ken


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Re: [Audyssey] Panning stereo sounds, was New Version of Soundscape Explorer

2013-04-29 Thread john

Couldn't you just edit your file and add those effects manually?
- Original Message -
From: Ken The PionEar kenwdow...@me.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Mon, 29 Apr 2013 03:36:17 -0400
Subject: Re: [Audyssey] Panning stereo sounds,was New Version of 
Soundscape Explorer


I had actually thought of switching to DX7 for that exact reason. 
The
marching band in mono doesn't sound like much, even with a 3d 
effect added.
It just sounds like a good radio playing the sound. There's no 
real depth.
Then i thought about what i'd lose if I went to DX7. I wouldn't 
be able to
add special effects, such as reverb, chorus, echo and the like. 
I'd also

have to rewrite the whole direct input section.
Since I didn't like either of those two ideas, I chose to simply 
split the
stereo sound into two identical wave files, a left mono sound and 
a right
one, and play them simultaneously. If you mess with Soundscape, 
you'll
notice that the marching band is in stereo, just like with 
DX7--but it's

really just two wave files playing.
This is all well and good except for two things. First, the waste 
of CPU
resources. This can be negated by checking the player's distance 
from the
object. The sound of the right channel could be stopped until the 
player is
a certain distance from the object. Then, you get the play 
position of the
first file, play the second starting at that position, and move 
the sounds
over to the minimum width and maximum width. I'm not sure how all 
this would
sound, and right now it's purely theoretical. I do intend to give 
it a go

eventually.
The other, and more serious problem in our time, since we have a 
lot more
CPU resources than ever, is the doppler problem. With doppler 
turned on, one
of the stereo files is sure to get out of sync with the other, 
and all you
have left is an echo effect. I suppose that in the main program 
loop I could
always get the position of the left channel and reset the right 
channel

accordingly, but I'm still hoping to find a good alternative.
Ken

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Re: [Audyssey] Panning stereo sounds, was New Version of Soundscape Explorer

2013-04-29 Thread Phil Vlasak

Hi Ken,
I tried something like that with the Sarah game update. I had 2 mono files 
of crickets chirping to simulate an open window.
If I put them at the same location however they sounded like putting both 
stereo speakers together, no separation. I had to separate the left and 
right channel mono sound by a ten foot cell before getting real stereo from 
two mono sources.
However this was a static object and not a moving one so with a marching 
band you would need four mono sounds, front back and left and right to 
simulate stereo on a moving object, and the location of each would have to 
be adjusted as the band moved on the map to keep the ten foot spacing 
between the band object and the four sound locations.

Phil

- Original Message - 
From: Ken The PionEar kenwdow...@me.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 29, 2013 3:36 AM
Subject: Re: [Audyssey] Panning stereo sounds, was New Version of Soundscape 
Explorer



I had actually thought of switching to DX7 for that exact reason. The 
marching band in mono doesn't sound like much, even with a 3d effect added. 
It just sounds like a good radio playing the sound. There's no real depth.
Then i thought about what i'd lose if I went to DX7. I wouldn't be able to 
add special effects, such as reverb, chorus, echo and the like. I'd also 
have to rewrite the whole direct input section.
Since I didn't like either of those two ideas, I chose to simply split the 
stereo sound into two identical wave files, a left mono sound and a right 
one, and play them simultaneously. If you mess with Soundscape, you'll 
notice that the marching band is in stereo, just like with DX7--but it's 
really just two wave files playing.
This is all well and good except for two things. First, the waste of CPU 
resources. This can be negated by checking the player's distance from the 
object. The sound of the right channel could be stopped until the player 
is a certain distance from the object. Then, you get the play position of 
the first file, play the second starting at that position, and move the 
sounds over to the minimum width and maximum width. I'm not sure how all 
this would sound, and right now it's purely theoretical. I do intend to 
give it a go eventually.
The other, and more serious problem in our time, since we have a lot more 
CPU resources than ever, is the doppler problem. With doppler turned on, 
one of the stereo files is sure to get out of sync with the other, and all 
you have left is an echo effect. I suppose that in the main program loop I 
could always get the position of the left channel and reset the right 
channel accordingly, but I'm still hoping to find a good alternative.

Ken


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Re: [Audyssey] Panning stereo sounds, was New Version of Soundscape Explorer

2013-04-29 Thread Thomas Ward
Hi Ken,

It sounds to me like what you need here is XAudio2. XAudio2 was
designed to handle issues precisely like this situation without
wasting CPU power or memory in the process.

What you would do in XAudio2 to resolve this particular problem is
declare a source voice for the marching band, that is kind of like the
DirectSound SecondaryBuffer, and then you would pass the source voice
to one ore more submix voices. What makes XAudio2 superior to
DirectSound in this situation is you can independently control the
volumes for each channel for front left, rear left, front right,rear
right, and center speakers independently from each other all using the
same source  voice. So if you want to have a decent stereo sound while
the player is facing the marching band you can make the center, front
left, and front right volumes equal giving it a stereo type effect. As
the player moves into and passed the band you can slowly increase the
volume of the rear speakers while reducing the volume to the front and
center speakers.

So from a purely technical point of view I don't see any good reason
to go back to DirectX 7. XAudio2 which is the new API for 9, 10, and11
is far superior when it comes to 3d audio than DirectSound, and I
think would do what you want regarding something that sounds like a
stereo sound without actually using stereo sounds or wasting memory
etc needlessly.

Cheers!


On 4/29/13, Ken The PionEar kenwdow...@me.com wrote:
 I had actually thought of switching to DX7 for that exact reason. The
 marching band in mono doesn't sound like much, even with a 3d effect added.

 It just sounds like a good radio playing the sound. There's no real depth.
 Then i thought about what i'd lose if I went to DX7. I wouldn't be able to
 add special effects, such as reverb, chorus, echo and the like. I'd also
 have to rewrite the whole direct input section.
 Since I didn't like either of those two ideas, I chose to simply split the
 stereo sound into two identical wave files, a left mono sound and a right
 one, and play them simultaneously. If you mess with Soundscape, you'll
 notice that the marching band is in stereo, just like with DX7--but it's
 really just two wave files playing.
 This is all well and good except for two things. First, the waste of CPU
 resources. This can be negated by checking the player's distance from the
 object. The sound of the right channel could be stopped until the player is

 a certain distance from the object. Then, you get the play position of the
 first file, play the second starting at that position, and move the sounds
 over to the minimum width and maximum width. I'm not sure how all this would

 sound, and right now it's purely theoretical. I do intend to give it a go
 eventually.
 The other, and more serious problem in our time, since we have a lot more
 CPU resources than ever, is the doppler problem. With doppler turned on, one

 of the stereo files is sure to get out of sync with the other, and all you
 have left is an echo effect. I suppose that in the main program loop I could

 always get the position of the left channel and reset the right channel
 accordingly, but I'm still hoping to find a good alternative.
 Ken


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Re: [Audyssey] Panning stereo sounds, was New Version of Soundscape Explorer

2013-04-28 Thread Thomas Ward
Hi Phil,

You can still pan stereo sounds in DirectX 8 as well. However, the
issue isn't stereo panning but using virtual 3d buffers which is a
totally different thing altogether.

If you want to pan a sound left or right it doesn't really matter if
the sound is stereo or mono because all it does is adjust the balance
between the left and right channels .IE. simple stereo panning.

However, with virtual 3d buffers it does far more than adjust the
balance between the left and right speakers. With a very basic
surround sound setup you have at a minimum front left, rear left,
front right, rear right, and a center speaker. I.E. a total of five
channels.  Possibly more if you are using 7.1 surround sound systems.
Its much easier to move a mono sound around using five or more
channels than it is to do it with a stereo sound. That is why APIs
like XAudio2 really use mono sounds for virtual 3d instead of stereo.

Cheers!


On 4/28/13, Phil Vlasak phi...@bex.net wrote:
 Hi Thomas,
 Back in the good old days of DirectX 6 or 7 you could pan a stereo sound.
 That is how the GMA engine played sounds.
 David had all the sounds of Shades of Doom and Loan Wolf in mono but for
 Pacman I had them all stereo.
 True when you panned the sound too much you lost the stereo effect, but when

 the thing got closer you could here the stereo effect so creatures close to

 you sounded more realistic.
 In Pacman and Sarah I had to switch from panning mono files to static stereo

 files when a creature or ghost touched you.
 Now the stereo file can have the creature zoom around you but it is an
 effect of the file and not the creature's placement in the map.
 Phil

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