Re: trigonometry in audio games, how do I apply the concept?

2016-08-11 Thread AudioGames . net Forum — Developers room : Aprone via Audiogames-reflector


  


Re: trigonometry in audio games, how do I apply the concept?

We've got a few technical approaches here already, so I'll try tossing in a very low tech one.  It won't be as accurate, but might help get the idea across.You're probably familiar with the idea of breaking a circle up into 360 degrees.  90 degrees would be 1 quarter of the entire circle, 180 is half, and so forth.  There is nothing magical about the number 360 though.  That number was chosen because it is what is called an "anti-prime", meaning it can be easily cut up into smaller pieces.  For example, you can easily cut it in half (without getting messy decimals), you could cut it into thirds, 4ths, 6ths... and the list goes on.  If everyone had decided long ago to use 777 degrees for a circle, then you'd run into messy decimals all the time.  You could easily cut it into 3rds or sevenths, and probably more, but you get the idea that it's not as friendly of a number when you know people will need t
 o chop it up often.The reason I went on about the "anti-prime" 360 number is because we specifically picked that number because it's easy for humans to use.  For the computer, almost always it uses 6.28 (pi times 2) for a complete circle.  Instead of the word degrees, we call it radians so that no one gets them mixed up.  5 degrees is super tiny since it is only about 1% of the way around a 360 degree circle, but 5 radians is quite large since it is about 80% of a 6.28 radian circle.  Hopefully that helps explain why we don't even call them the same thing (radians verses degrees).Computers don't care about long decimal places so there is no reason they'd "want" to use either degrees or radians more than the other, plus many useful mathematical formulas are written in radians already, so computers are just better off going with radians.  Haha, now of course I've left out a lot of mathematical and tech
 nical reasons for why computers use the radian way instead of degrees, but my goal is to help this all make sense to someone starting out, not helping someone write their research paper.  Now let me move on to the sine, cosine, and tangent stuff.Imagine yourself sitting in the middle of the room on the floor, holding a 100 centimeter long pole.  You have the pole sticking straight out in front of yourself on the ground, and we have decided that out in front of you will be what we call zero degrees.  That means if you spin the pole around and hold it to your right, that would be 90 degrees, pointing it behind you is 180, and to your left is 270.  As it continues the spin is reaches 359 just before it is once again back exactly straight forward, which is 360 but is also 0 because we're technically starting over in the same spot.  Zero an
 d 360 both mean the same thing in degrees, just like 10 degrees is actually the same as 370 degrees.  You can even do negative degrees meaning you spin around in the other direction!  Negative 90 would be you starting at the beginning (in front) and spinning it to be at your left side.  I can tell I'm moving kind of fast on this part because you might already be comfortable with this and I'm just wasting time, lol.So back to you sitting on the ground with this pole.  I'm in the room helping you and we're going to make a chart.  As you spin the pole around it forms a circle, and for each degree around the circle we want to figure a few things out.  We want to know how far over and how far up the end of the pole is away from you.  So when you are at zero degrees it's easy, the end of the pole is just 100 centimeters forward.  When at 90 degrees the end of the pole is 100 centimeters to the left.  The 4 main a
 ngles (0, 90, 180, and 270) are very easy.At 45 degrees the pole is halfway between being straight ahead, and being all the way to your left.  Because it is halfway between, someone might assume the end of the pole is 50 ahead and 50 over but that is not correct.  We measure and find that the end of the pole is about 70 centimeters forward, and 70 to the left.  So on our chart we write down that 45 degrees equals 70 up and 70 left.  We spin the pole a little further to 60 degrees and measure again.  This time we measure that we go only 50 centimeters up and 87 centimeters to the left.  So each time we move the pole we carefully measure and then fill in our findings on our chart.  If we spent enough time, we would have measurements filled in for all 360 degrees.  Hopefully this makes sense so far.Now the next day we don't have the pole anymore, but need to answer some questions.  We need to know how far left the end of a
  100 centimeter pole Would be, if it were pointed at 60 degrees.  Well that's easy now.  Instead of finding a pole, positioning it on the floor, and measuring, now we can just use our chart.  Easy as pie we find 60 degrees on the chart and see the answer is 87.  Notice that we only asked for half of the information because at this moment we only needed to k

Re: trigonometry in audio games, how do I apply the concept?

2016-08-11 Thread AudioGames . net Forum — Developers room : stewie via Audiogames-reflector


  


Re: trigonometry in audio games, how do I apply the concept?

For a start, try this?https://www.khanacademy.org/math/geomet … igonometry

URL: http://forum.audiogames.net/viewtopic.php?pid=273718#p273718





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Re: trigonometry in audio games, how do I apply the concept?

2016-08-11 Thread AudioGames . net Forum — Developers room : momo7807 via Audiogames-reflector


  


Re: trigonometry in audio games, how do I apply the concept?

Thanks, I understand it. But I don't know much about trigonometry. Well, this is going to be some math questions, but could someone explain some details about real life trig? For example, I saw some code that has something multiplied by sine or cosine of an angle, or something added to sine or cosine of an angle. How does that work exactly? And what is the sine, cosine, and tangent of a value mean and how can it be used in real life math? I mean, when we use a calculator to calculate the sine, cosine, or tangent of any number without addition, subtraction, multiplication, division or any other operations, like sin(45), we get a result, and I wanna ask how that result can be used and the meaning of that result. Please answer these questions, it would be really appreciated. Thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=273675#p273675





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Re: trigonometry in audio games, how do I apply the concept?

2016-08-11 Thread AudioGames . net Forum — Developers room : momo7807 via Audiogames-reflector


  


Re: trigonometry in audio games, how do I apply the concept?

Thanks, I understand it. But I don't know much about trigonometry. Well, this is going to be some math questions, but could someone explain some details about real life trig? For example, I saw some code that has something multiplied by sine or cosine of an angle, or something added to sine or cosine of an angle. How does that work exactly? And what is the sine, cosine, and tangent of a value mean and how can it be used in real life math? I mean, when we use a calculator to calculate the sine, cosine, or tangent of any number ouwitht addition, subtraction, multiplication, division or any other operation, like sin(45), we get a result, and I wanna ask how that result can be used and the meaning of that result. Please answer these questions, it would be really appreciated. Thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=273675#p273675





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Re: trigonometry in audio games, how do I apply the concept?

2016-08-10 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: trigonometry in audio games, how do I apply the concept?

From a practical stand point as lukas touched on, you don't necessarily have to use an excessive amount of trig, though knowing it certainly helps. In the Minecraft example you'll already know the players and objects positions and rotations before hand because you'd have to set them up initially. Movement and rotation are largely handled internally by OpenGL and OpenAL, the window then captures keyboard and mouse movement and sets the position and rotation variables, which then set the player and listener objects position and orientation, in turn changing how sounds are played and where objects are.Now if your walking across terrain or bumping into objects you'll still need trig in order to determine whether your intersecting an object, otherwise you'd walk through walls and have a difficult time interacting with things. But those things can also be handled by Physics and collision libraries as well, and things like volume drop off and other setting
 s can be set at the API level which handles most of the calculations internally.So, again, you don't necessarily need! Trigonometry, but it can help make things alot easier and help you do more nuanced things. Even if you don't know a lot of trig going in, messing with these things can prove quite educational as formula's and algorithm's can give tangible results.

URL: http://forum.audiogames.net/viewtopic.php?pid=273642#p273642





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Re: trigonometry in audio games, how do I apply the concept?

2016-08-10 Thread AudioGames . net Forum — Developers room : lukas via Audiogames-reflector


  


Re: trigonometry in audio games, how do I apply the concept?

Because you need to get a precise number in most cases, whether you're calculating the exact position of a sound, the collision vector of a shot and its target or anything else. The output and the function/formula you use is going to be different in each of these cases but the principle of having to use at least some basic trigonometry is still going to be necessary. Most games, even if they are pretending to be 2D, especially since the introduction of BGT, manage to avoid this and work around the need of trigonometry in any possible way the developer can think of, and that, in my opinion, is one, although not the single one, of the main reasons for why relatively many games seem to have been released over the last 5 or so years but most of them feel way too simplistic and/or repetitive and pretty much similar in their principle and mechanics to me.Let's look at a very simplified example of sound positioning. If you had a true 2D game like Shades of Doom or, if I 
 remember correctly, Monkey Business, you will have a huge freedom in turning even by single degrees at a time, implemented in one form or another but it is going to have to be there somehow. That means that at any single moment when playing a sound, you will have to know not only its exact coordinates and thus its distance from the player on the x axis as well as on the y axis, but also and especialy the player's relative angle to the sound. In other words, if the sound was located say 10 steps away from the player, near the right wall of the room and more or less in the middle of the room's height, you'd say that it would have to be panned very close to the right edge of the player's stereo field, since it's so much to the right. But if the player faced straight east from their current location, they would now in fact have the sound right in front of them, which would mean the sound would be playing exactly in the center of the player's stereo field an
 d pretty loud in volume, since it's just 10 steps away, now ahead of the player instead of to the right. If the player turns to the south instead, the sound will immediately have to change its position all the way to the left, although the player has not in fact taken a single step. There you go, trigonometry.Hope this helps at least a bit. I don't know the exact formulae for the various cases and situations myself, so I can't be of any help there, sorry, but I at least attempted a simplistic real life explanation, sort of. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=273602#p273602





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Re: trigonometry in audio games, how do I apply the concept?

2016-08-10 Thread AudioGames . net Forum — Developers room : momo7807 via Audiogames-reflector


  


Re: trigonometry in audio games, how do I apply the concept?

I don't understand something. What formula do I need to use if, say, sound positioning? Or geting player's facing etc? And why do I need to use that formula?In terms of mathematics, trig is used to calculate angles and lengths and right triangles, I might been wrong. Problem is, how do I apply that concept in audio games? If I had to calculate angles and lengths of right triangles, that's fine. But what if I need to, say run around a map, turn, climb trees etc? I don't know how it applies. Could anyone explain in detail, from the begining to the end? I'm really sorry for this terrible questions. Well, and I will go search it, preview my math textbooks for more detailed explanation.

URL: http://forum.audiogames.net/viewtopic.php?pid=273502#p273502





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Re: trigonometry in audio games, how do I apply the concept?

2016-08-04 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: trigonometry in audio games, how do I apply the concept?

Depends. Generally you'd have variables to store position and rotation, and then set the listener/objects position and rotation based on those stored variables. In the case of my Minecraft Prototype, whenever the mouse is moved it stores that movement in a rotation variable, then it uses that variable to move the perspective of the window and/or listener:def on_mouse_motion(self, x, y, dx, dy):
""" Called when the player moves the mouse.

Parameters
--
x, y : int
The coordinates of the mouse click. Always center of the screen if
the mouse is captured.
dx, dy : float
The movement of the mouse.

"""
if self.exclusive:
m = 0.15
x, y = self.rotation
x, y = x + dx * m, y + dy * m
y = max(-90, min(90, y))
if x < -360:
x += 360
elif x > 360:
x -= 360
self.rotation = [x, y]

def set_3d(self):
""" Configure OpenGL to draw in 3d.

"""
width, height = self.get_size()
glEnable(GL_DEPTH_TEST)
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(65.0, width / float(height), 0.1, 20.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
x, y = self.rotation
glRotatef(x, 0, 1, 0)
glRotatef(-y, math.cos(math.radians(x)), 0, math.sin(math.radians(x)))
x, y, z = self.position
glTranslatef(-x, -y, -z)Or for the keyboard:#x/y coords for mouse motion
self.r_move = [0,0]
#rotation for incremental audio ticks
self.rx = 0
self.ry = 0
#angle points for horrizontal and vertical compass positions
self.rot = [[0,22.5,45,67.5,90,112.5,135,157.5,180,202.5,225,247.5,270,292.5,315,337.5,360],
[0,11.25,22.5,33.75,45,56.25,67.5,78.75,90]]
def on_key_press(self, symbol, modifiers):
#scroll window up
if symbol == key.UP:
if self.ry < 8:
if self.ry >= 0:
self.rotation[1] = self.rot[1][self.ry+1]
else:
self.rotation[1] = -self.rot[1][-(self.ry+1)]
#scroll window down
elif symbol == key.DOWN:
if self.ry > -8:
if self.ry <= 0:
self.rotation[1] = -self.rot[1][-(self.ry-1)]
else:
self.rotation[1] = self.rot[1][self.ry-1]
print self.rotation[1], self.ry
#scroll window right
if symbol == key.RIGHT:
if self.rx < 16:
if self.rx >= 0:
self.rotation[0] = self.rot[0][self.rx+1]
else:
self.rotation[0] = -self.rot[0][-(self.rx+1)]
if self.rx + 1 == 16:
self.rotation[0] = 0
self.r_move[0] = 360
#scroll window left
elif symbol == key.LEFT:
if self.rx > -16:
if self.rx <= 0:
self.rotation[0] = -self.rot[0][-(self.rx-1)]
else:
self.rotation[0] = self.rot[0][self.rx-1]
if self.rx - 1 == -16:
self.rotation[0] = 0
self.r_move[0] = -360Since the position of the listener is changing, you don't really need to calculate the distance between the two, unless you want some sort of special interaction or behavior you want to trigger as a result. In the Minexcraft prototype I calculated the distance between the player and a block and adjusted the volume of a sound to represent that distance, the little bit of code for that is here:#used to calculate distance between player and block
def calculateDistance(x1,y1,x2,y2):
return math.sqrt((x2 - x1)**2 + (y2 - y1)**2)

URL: http://forum.audiogames.net/viewtopic.php?pid=272593#p272593





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Re: trigonometry in audio games, how do I apply the concept?

2016-08-04 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: trigonometry in audio games, how do I apply the concept?

Depends. Generally you'd have variables to store position and rotation, and then set the listener/objects position and rotation based on those stored variables. In the case of my Minecraft Prototype, whenever the mouse is moved it stores that movement in a rotation variable, then it uses that variable to move the perspective of the window and/or listener:def on_mouse_motion(self, x, y, dx, dy):
""" Called when the player moves the mouse.

Parameters
--
x, y : int
The coordinates of the mouse click. Always center of the screen if
the mouse is captured.
dx, dy : float
The movement of the mouse.

"""
if self.exclusive:
m = 0.15
x, y = self.rotation
x, y = x + dx * m, y + dy * m
y = max(-90, min(90, y))
if x < -360:
x += 360
elif x > 360:
x -= 360
self.rotation = [x, y]

def set_3d(self):
""" Configure OpenGL to draw in 3d.

"""
width, height = self.get_size()
glEnable(GL_DEPTH_TEST)
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(65.0, width / float(height), 0.1, 20.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
x, y = self.rotation
glRotatef(x, 0, 1, 0)
glRotatef(-y, math.cos(math.radians(x)), 0, math.sin(math.radians(x)))
x, y, z = self.position
glTranslatef(-x, -y, -z)Since the position of the listener is changing, you don't really need to calculate the distance between the two, unless you want some sort of special interaction or behavior you want to trigger as a result. In the Minexcraft prototype I calculated the distance between the player and a block and adjusted the volume of a sound to represent that distance, the little bit of code for that is here:#used to calculate distance between player and block
def calculateDistance(x1,y1,x2,y2):
return math.sqrt((x2 - x1)**2 + (y2 - y1)**2)

URL: http://forum.audiogames.net/viewtopic.php?pid=272593#p272593





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Re: trigonometry in audio games, how do I apply the concept?

2016-08-04 Thread AudioGames . net Forum — Developers room : momo7807 via Audiogames-reflector


  


Re: trigonometry in audio games, how do I apply the concept?

Thanks everyone, but what formular would I use for, say, creating an fps? For example, how to get the x and y increment according to the player's facing? And is there any reason for using that formular? And how to calculate distance from the listener and the source? And why should we use that formular to calculate it? I'm sorry for this kind of stupid, basic and hard questions but please answer these questions. It would be really appreciated. Thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=272567#p272567





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Re: trigonometry in audio games, how do I apply the concept?

2016-08-04 Thread AudioGames . net Forum — Developers room : momo7807 via Audiogames-reflector


  


Re: trigonometry in audio games, how do I apply the concept?

Thanks everyone, but what formular would I use for, say, creating an fps? For example, how to get the x and y increment according to the players facing? And is there any reason for using that formular? And how to calculate distance from the listener and the source? And why should we use that formular to calculate it? I'm sorry for this kind of stupid, basic and hard questions but please answer these questions. It would be really appreciated. Thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=272567#p272567





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Re: trigonometry in audio games, how do I apply the concept?

2016-08-04 Thread AudioGames . net Forum — Developers room : momo7807 via Audiogames-reflector


  


Re: trigonometry in audio games, how do I apply the concept?

Thanks everyone, but what formular would I use for, say, creating an fps? For example, how to get the x and y increment according to the player's facing? And is there any reason for using that formular? And how to calculate distance from the listener and the source? And why should we use that formular to calculate it? Im sorry for this kind of stupid, basic and hard questions but please answer these questions. It would be really appreciated. Thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=272567#p272567





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Re: trigonometry in audio games, how do I apply the concept?

2016-08-04 Thread AudioGames . net Forum — Developers room : momo7807 via Audiogames-reflector


  


Re: trigonometry in audio games, how do I apply the concept?

Thanks everyone, but what formular would I use for, say, creating an fps? For example, how to get the x and y increment according to the players facing? And is there any reason for using that formular? And how to calculate distance from the listener and the source? And why should we use that formular to calculate it? I'm sorry for this kind of stupid, basic and hard questions but please answer these questions. It would be really appreciated. Thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=272567#p272567





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Re: trigonometry in audio games, how do I apply the concept?

2016-08-04 Thread AudioGames . net Forum — Developers room : momo7807 via Audiogames-reflector


  


Re: trigonometry in audio games, how do I apply the concept?

Thanks everyone, but what formular would I use for, say, creating an fps?For example, how to get the x and by You increment according to the player's facing? And is there any reason for using that formular?And how to calculate distance from the listen and the source? And why should we use that formular to calculate it?I'm sorry for this kind of stupid, basic and hard questions but please answer these questions. It would be really appreciatedThanks

URL: http://forum.audiogames.net/viewtopic.php?pid=272567#p272567





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Re: trigonometry in audio games, how do I apply the concept?

2016-08-03 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: trigonometry in audio games, how do I apply the concept?

Put another way, trigonometry is used for things like calculating distances between objects, rotation, collision detection, etc. For 3D audio a Listener object has a position and a facing direction so it can interpret sounds coming from the left or right, in order to turn the listener object as in a FPS you'd use trigonometry to rotate along an axis. Trigonometry is also used to calculate the distance between the listener and sound sources to determine volume drop off, reverb, etc.

URL: http://forum.audiogames.net/viewtopic.php?pid=272284#p272284





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Re: trigonometry in audio games, how do I apply the concept?

2016-08-03 Thread AudioGames . net Forum — Developers room : thggamer via Audiogames-reflector


  


Re: trigonometry in audio games, how do I apply the concept?

Hello.Trigonometry is used to get the measures of the values to sum andsubtract in the game's coordinates.For trig to work properly you need to convert the angle in degree format to radians.The radians are numbers based from the pi, for example, 2 * pi is 360degrees, pi / 2 is 90 degrees and so on.In a basic form, you use the sine of the angle the player is facing toget the increment for the x axis.The cossine is used to get the increment for the y axis.I'm still learning this, so my explanation is a bit basic, but hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=272249#p272249





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Re: trigonometry in audio games, how do I apply the concept?

2016-08-03 Thread AudioGames . net Forum — Developers room : Kyleman123 via Audiogames-reflector


  


Re: trigonometry in audio games, how do I apply the concept?

trig deals with the forming of angles both in triangles and circles. you need to find the angles of things, so you can realistically run around a map. also, it is good to know the angle of things and how they relate to other objects if you have things that shoot at each other for detecting bullet collisions and other things. this is just a brief touch of a few things.

URL: http://forum.audiogames.net/viewtopic.php?pid=272244#p272244





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trigonometry in audio games, how do I apply the concept?

2016-08-02 Thread AudioGames . net Forum — Developers room : momo7807 via Audiogames-reflector


  


trigonometry in audio games, how do I apply the concept?

Hi I saw many example code that has some trigonometry. It is very stupid question for experienced developers to read, but as I want to make anything useful and I don't have any experience, I wanna ask how the trigonometry applies to audio game development, as well as other math functions, where it applies and how it applies, etc. For 3d movement, we need to use trig but where? and why? I saw some topic about sound positioning and the code has also trig functions. Why do we need to apply trig in sound positioning and where do we apply trig? Experienced developers, I'm sorry for my really stupid questions but please understand that I had no experience in programing, and please answer these questions as best as you can. It would be appreciated. Thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=272189#p272189





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trigonometry in audio games, how do I apply the concept?

2016-08-02 Thread AudioGames . net Forum — Developers room : momo7807 via Audiogames-reflector


  


trigonometry in audio games, how do I apply the concept?

HiI saw many example code that has some trigonometry. It is very stupid question for experienced developers to read, but as I want to make anything useful and I don't have any experience, I wanna ask how the trigonometry applies to audio game development, as well as other math functions, where it applies and how it applies, etc.For 3d movement, we need to use trig but where? and why?I saw some topic about sound positioning and the code has also trig function. Why do we need to apply trig in sound positioning and where do we apply trig?Experienced developers, I'm sorry for my real stupid questions but please understand that I had no experience in programing, and please answer these questions as best as you can.  It would be appreciated.Thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=272189#p272189





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