David Megginson schrieb:
I think that the directional sound will be very interesting for external
views, and might also be useful for near midair collisions, but in
general, I don't think it's much use inside the cockpit.
The only cases I can think of where we need directional sound in the
cock
"Giles Robertson" wrote:
> So we put in a parameter that affects how directional the sound is,
> with different values for different viewpoints (tower, chase, cockpit).
O.k., I managed to understand :-)
I think in this case it would be lerr error-prone to simply add a 3D
location relative to the
Original Message-
> From: Martin Spott [mailto:[EMAIL PROTECTED]
> Sent: 29 April 2004 18:49
> To: [EMAIL PROTECTED]
> Subject: Re: [Flightgear-devel] Positional sounds
>
>
> >From an engineers point of view (I _am_ an engineer but not a software
> architect, so p
"Giles Robertson" wrote:
> That would argue for a variable for each viewpoint changing the
> directionality of the sound (i.e the size of the magnitude of difference
> between the speakers).
No - at least not as long as I don't misunderstand your point ;-)
>From an engineers point of view (I _am
David Megginson wrote:
> I think that the directional sound will be very interesting for external
> views, and might also be useful for near midair collisions, but in general,
still a very good reason use the 'correct' approach right from the
beginning :-))
Martin.
--
Unix _IS_ user fr
Sent: 29 April 2004 15:34
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] Positional sounds
>
> Jim Wilson wrote:
>
> > Lower frequencies especially would be hard to detect direction
anyway
> even
> > without the hard surfaces. This rem
Jim Wilson wrote:
Lower frequencies especially would be hard to detect direction anyway even
without the hard surfaces. This reminds me of the engine out protocol on
light twins, which seems to assume that you won't hear which engine is silent.
That's an excellent point -- there are several proc
David Megginson said:
> Martin Spott wrote:
>
> > Yep, but when you're sitting in your favourite light single and you
> > turn your head over to your co (or passengers) you'll still hear most
> > of the engine noise on your left ear - even with headset applied. If
> > something hits the aircraft
n't been
initialised because you aren't there yet ...
Giles
> -Original Message-
> From: Jonathan Richards [mailto:[EMAIL PROTECTED]
> Sent: 29 April 2004 08:44
> To: [EMAIL PROTECTED]
> Subject: Re: [Flightgear-devel] Positional sounds
>
> On Thursday 29 Apr
Martin Spott wrote:
Yep, but when you're sitting in your favourite light single and you
turn your head over to your co (or passengers) you'll still hear most
of the engine noise on your left ear - even with headset applied. If
something hits the aircraft during flight I assume you'll still notice
Jonathan Richards wrote:
> Seconded - this is very important for first-person games [0], but it would be
> good to have, for instance surround wind noise, engine noise from the engine
> directions and ATIS speaking from the speakers. Oh, hold on. In a real
> plane, I've got headphones, haven'
On Thursday 29 Apr 2004 6:40 am, Martin Spott wrote:
> I _strongly_ support Arnt's idea of 3D coordinates for the sound/noise
> sources. To complete the picture I'd suggest binding the listener's ear
> positions to the view direction (implemented somewhere in the viewer
> mechanics in order to make
Arnt Karlsen wrote:
> On Wed, 28 Apr 2004 19:54:41 -0500, Curtis wrote in message
> <[EMAIL PROTECTED]>:
>> I have added a way to position sounds in the cockpit via the
>> -sound.xml file.
[...]
>> This positions a sound in "cockpit" coordinates. -X is left, +X is
>> right, +Y is up, -Y is dow
Curtis L. Olson wrote:
> I have added a way to position sounds in the cockpit via the
> -sound.xml file.
>
> For any sound you can add:
>
>
> -2.0
> 0.0
> 0.0
>
>
> This positions a sound in "cockpit" coordinates. -X is left, +X is
> right, +Y is up, -Y is down, +Z is bac
On Wed, 28 Apr 2004 19:54:41 -0500, Curtis wrote in message
<[EMAIL PROTECTED]>:
> I have added a way to position sounds in the cockpit via the
> -sound.xml file.
>
> For any sound you can add:
>
>
> -2.0
> 0.0
> 0.0
>
>
> This positions a sound in "cockpit" coordinates.
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