Re: WebAudio question

2020-06-02 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector
Re: WebAudio question @13I used to be super familiar with it and it's like everything else that does what it does. I just haven't used it in long enough that I can't rattle off property names.The coordinate system is unitlesss.  That is to say that they assume that whatever the unit

Re: WebAudio question

2020-06-02 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector
Re: WebAudio question Collision detection is on my todo list. For now it's pretty basic, but works.As an aside, don't suppose you've got any pointers on setting how that distance interacts with my coordinate system do you? I mean, there should be a correlation between the two, so if I move

Re: WebAudio question

2020-06-01 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector
Re: WebAudio question And not to double post, but properly working collision detection will protect you from that problem. URL: https://forum.audiogames.net/post/535833/#p535833 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin

Re: WebAudio question

2020-06-01 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector
Re: WebAudio question Glad to hear it.The last part of this is going to be that you will want to make sure that you don't let objects get too close together--if you let a source get "inside" the player's head odd things will happen (usually it panning back and forth crazily). 

Re: WebAudio question

2020-06-01 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector
Re: WebAudio question OK, after some stress testing, and a change to my list of directions so that directions look right, it's all working swimmingly. Thank you both so much for your help. URL: https://forum.audiogames.net/post/535826/#p535826 -- Audiogames-reflector mailing list

Re: WebAudio question

2020-06-01 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector
Re: WebAudio question @7I should have written I'm not letting the player tilt their head forward or backwards, rather than I'm not letting them turn it. I am going for FPS-style, so I do believe HRTF is what I want.Everything actually seems to be working now I've applied the formulas you

Re: WebAudio question

2020-06-01 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector
Re: WebAudio question @5Yes, I should have said that before. Here's how my panners look when I create them:final PannerNode panner = commandContext.sounds.audioContext.createPanner() ..positionX.value = coordinates.x ..positionY.value = coordinates.y ..panningModel

Re: WebAudio question

2020-06-01 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector
Re: WebAudio question @4Yeah, that's right now I think.  You made the change I proposed in 6.HRTf is terrible at in front/behind.  HRTF is also terrible if you're trying to just use it as a stereo panner.  I am 99% sure that your issue is that you have taken something that's intended

Re: WebAudio question

2020-06-01 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector
Re: WebAudio question I don't see you setting the up vector, only the at vector.  If you aren't, that's your problem, but you only need to do it once, so maybe it's just not in your code.Moving the listener's head is done in every first person game ever. If you're not doing first person

Re: WebAudio question

2020-06-01 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: WebAudio question Have you tried enabling [HRTF]? URL: https://forum.audiogames.net/post/535810/#p535810 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: WebAudio question

2020-06-01 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector
Re: WebAudio question OK... After thinking about what you'd said, I adjusted my coordinatesInDirection to the following, which gives slightly better results:Point coordinatesInDirection(Point start, double direction, {double distance = 1.0}) { final double rads = direction / 180.0 * pi

Re: WebAudio question

2020-06-01 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector
Re: WebAudio question @2Thanks so much for that.So the code I have now, which I believe to be right from your instructions is: set theta(double value) { _theta = value; final double rads = value / 180.0 * pi; sounds.listener ..forwardX.value = sin(rads

Re: WebAudio question

2020-06-01 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector
Re: WebAudio question Aprone's trig is overcomplicated to the extreme and wrong in some places, followed by him making up for it by correcting before and/or after the fact.The AudioListener has 3 parameters: the position, the forward vector, and the up vector.  You're supposed to set