On 10-Mar-2004 Ove Kaaven wrote:
>> Uhm... I think first of all we need a way to know how many
>> virtual channels are available (hw and sw)
>
> For the EMU10K1, snd_pcm_info_get_subdevices_count() and
> snd_pcm_info_get_subdevices_avail() works for me. But I suppose you're
> right that this isn'
Hi,
> What about 7.1 surround sound channels. All your suggestions only assume
> 2 PCM channels.
Lets clarify something: A 3D stream is one mono stream, that is split
into all the necesary channels with the corresponding processing for
whatever amount of speaker / headphones you have, to get th
Hi Ove,
On Wed, 2004-03-10 at 10:16, Ove Kaaven wrote:
> > Please start writing what the API should provide.
>
> Well, the requirements that raised this thread should be fairly clear.
> For example,
>
> ALTERNATIVE 1
>
> snd_pcm_set_volume(snd_pcm_t* pcm, int volume)
>
> and
>
> snd_pcm_set_p
Ove Kaaven wrote:
Well, the requirements that raised this thread should be fairly clear.
For example,
ALTERNATIVE 1
snd_pcm_set_volume(snd_pcm_t* pcm, int volume)
and
snd_pcm_set_pan(snd_pcm_t* pcm, int pan)
using whatever value range makes the most sense, and perhaps some query
on whether th
At Wed, 10 Mar 2004 16:55:05 +0100 (CET),
Giuliano Pochini wrote:
>
> There also is another important question: What is the unit used
> to set the gain ? Decibel is probably the right choice, but
> the control API provides no way to translate the dB scale to the
> scale used by the hardware.
dB
ons, 10.03.2004 kl. 16.55 skrev Giuliano Pochini:
> Uhm... I think first of all we need a way to know how many
> virtual channels are available (hw and sw)
For the EMU10K1, snd_pcm_info_get_subdevices_count() and
snd_pcm_info_get_subdevices_avail() works for me. But I suppose you're
right that thi
ons, 10.03.2004 kl. 16.08 skrev Takashi Iwai:
> At Wed, 10 Mar 2004 15:16:34 +0100,
> Ove Kaaven wrote:
> >
> > > Please start writing what the API should provide.
> >
> > Well, the requirements that raised this thread should be fairly clear.
> > For example,
> >
> > ALTERNATIVE 1
> >
> > snd_p
On 10-Mar-2004 Ove Kaaven wrote:
> Well, the requirements that raised this thread should be fairly clear.
> For example,
>
> ALTERNATIVE 1
>
> snd_pcm_set_volume(snd_pcm_t* pcm, int volume)
>
> and
>
> snd_pcm_set_pan(snd_pcm_t* pcm, int pan)
>
> using whatever value range makes the most sense, a
At Wed, 10 Mar 2004 15:16:34 +0100,
Ove Kaaven wrote:
>
> > Please start writing what the API should provide.
>
> Well, the requirements that raised this thread should be fairly clear.
> For example,
>
> ALTERNATIVE 1
>
> snd_pcm_set_volume(snd_pcm_t* pcm, int volume)
>
> and
>
> snd_pcm_set_
>In any case, most of this can all be handled by software. The only stuff
>the hardware really need is the volume, frequency, direction to sound
>source, and any additional effects (such as reverb). Application
>software can deal with the rest.
i can certainly see the utility of such an API. howev
ons, 10.03.2004 kl. 15.16 skrev Ove Kaaven:
> * Volume
> * Pan (not available if 3D sound is requested)
> * Frequency (can be used for software-calculated doppler shift, or for
> "wavetable synthesis"-like purposes)
> * 3D position (relative to listener)
> * Velocity (for hardware-calculated dopple
ons, 10.03.2004 kl. 10.46 skrev Giuliano Pochini:
> On 09-Mar-2004 Ove Kaaven wrote:
> > Since we're ranting anyway: It's a similar situation with 3D graphics
> > hardware, where the 3D cards get ever more powerful, even though the CPU
> > power is going up. [...]
>
> No need to enter the philosop
On 09-Mar-2004 Ove Kaaven wrote:
> Independently? No, our software mixing code resamples, adjusts volume,
> and mixes the stream into the buffer in one step.
It should be more efficient than separate passes. It minimizes
memory i/o and some operation (multiply-add == volume-mix) can
be done nati
Hi,
On Tue, 2004-03-09 at 13:25, Ove Kaaven wrote:
> tir, 09.03.2004 kl. 15.26 skrev Paul Davis:
> > >And by that time, games will be even more demanding than before, and
> > >still want to use those cycles for itself rather than software sound
> > >processing, so just sitting idle waiting for the
tir, 09.03.2004 kl. 15.26 skrev Paul Davis:
> >And by that time, games will be even more demanding than before, and
> >still want to use those cycles for itself rather than software sound
> >processing, so just sitting idle waiting for the ultimate
> >infinite-megahertz cpu, that can do everything
At Tue, 09 Mar 2004 09:26:56 -0500,
Paul Davis wrote:
>
> >And by that time, games will be even more demanding than before, and
> >still want to use those cycles for itself rather than software sound
> >processing, so just sitting idle waiting for the ultimate
> >infinite-megahertz cpu, that can d
>And by that time, games will be even more demanding than before, and
>still want to use those cycles for itself rather than software sound
>processing, so just sitting idle waiting for the ultimate
>infinite-megahertz cpu, that can do everything in no time, gains nobody
>anything... at least our b
man, 08.03.2004 kl. 17.20 skrev Paul Davis:
> The kinds of features you seem to expect from hardware didn't exist in
> most devices 2 years ago. Its likely that features currently
> considered "experimental" in hardware right now (matrix mixing springs
> to mind) will become more common 2 years fro
>Are you planning to standardize such features or design a
>device-independent API for it? (And my manager wants to know which ALSA
>release this might get implemented in...)
Just a thought on your overall issues with ALSA over the last week.
The kinds of features you seem to expect from hardware
On Sun, 7 Mar 2004, Ove Kaaven wrote:
> We have some games that want to mix several dynamic sound streams.
> That's easy enough at first glance, just snd_pcm_open() for each stream
> they want to output (and do software mixing when that fails). However,
> it seems that they want each stream to hav
Hi,
Aureal Hardware can do this in hardware, but this feature has not been
exposed. I would be interested :D Maybe this could be done using some
well defined controls. That would be needed for OpenAL support anyway.
Any comments ?
Best Regards
Manuel Jander
On Sun, 2004-03-07 at 10:51, Ove Kaa
We have some games that want to mix several dynamic sound streams.
That's easy enough at first glance, just snd_pcm_open() for each stream
they want to output (and do software mixing when that fails). However,
it seems that they want each stream to have independent volume and pan
controls.
As far
22 matches
Mail list logo