Hi Cara,
i'll take your word on that. Its been like three years since I looked
at SFML after it crashed on Windows XP so I'm not too sure how
SFML-Audio wraps the OpenAL listener and what level of control it
provides other than a very preliminary look at it. That said I may
give SFML another
HI Thomas, you can change the distance model and roll-off factor with OpenAL.
Smiles,s
Cara :)
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On Jun 7, 2013, at 8:22 PM, Thomas Ward thomasward1...@gmail.com wrote:
Hi Cara,
I know, but only if using OpenAL directly. At the time I was using
SFML-Audio which was a wrapper for OpenAL and I never could figure out
how to change the distance model and roll-off factor using SFML-Audio.
Perhaps I'll give it another look sometime.
Cheers!
On 6/8/13, Cara Quinn
Hi Thomas, if you can get a reference to the device context and listener, you
can change things like the distance model, speed of sound, roll-off factor etc.
HTH
Cara :)
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I'm having another look at Heywire, but this applies to all my games. It's
quite obvious that if you use regular patterns for moving in 3d space, things
tend to seem to move slowly when far from you, and faster the closer they get
until, suddenly, they skp right past your head. Does anybody
Hi Ken,
Not really. Are you using logarithmic or linier based formulas here.
That makes a big difference in the positioning of sounds in real time.
Cheers!
On 6/7/13, Ken The PionEar kenwdow...@me.com wrote:
I'm having another look at Heywire, but this applies to all my games. It's
quite
, 2013 2:03 PM
Subject: Re: [Audyssey] help with 3d sound movement please?
Hi Ken,
Not really. Are you using logarithmic or linier based formulas here.
That makes a big difference in the positioning of sounds in real time.
Cheers!
On 6/7/13, Ken The PionEar kenwdow...@me.com wrote:
I'm having
, friend me on Facebook,
(KenWDowney,) or write me at kenwdow...@me.com .
Crazy Ken
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 07, 2013 2:03 PM
Subject: Re: [Audyssey] help with 3d sound movement
...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 07, 2013 3:15 PM
Subject: Re: [Audyssey] help with 3d sound movement please?
Hi Ken,
Yeah, logarithmic based formulas are more accurate, but they don't
roll off as smoothly as linier ones. That could be why sounds
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 07, 2013 3:15 PM
Subject: Re: [Audyssey] help with 3d sound movement please?
Hi Ken,
Yeah, logarithmic based formulas are more accurate, but they don't
roll off as smoothly as linier ones. That could be why sounds aren't
: Friday, June 07, 2013 3:15 PM
Subject: Re: [Audyssey] help with 3d sound movement please?
Hi Ken,
Yeah, logarithmic based formulas are more accurate, but they don't
roll off as smoothly as linier ones. That could be why sounds aren't
panning and rolling off correctly. Plus DirectSound
Hi Willem,
I know what you mean. A couple of years ago I updated MOTA to use
OpenAL via SFML and the panning calculations were done using a
logarithmic roll-off factor. It was correct from a mathematical point
of view, correct from a programming point of view, but everyone and
their uncle
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