Re: [Audyssey] help with 3d sound movement please?

2013-06-09 Thread Thomas Ward
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

Re: [Audyssey] help with 3d sound movement please?

2013-06-08 Thread Cara Quinn
HI Thomas, you can change the distance model and roll-off factor with OpenAL. Smiles,s Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Jun 7, 2013, at 8:22 PM, Thomas Ward thomasward1...@gmail.com wrote:

Re: [Audyssey] help with 3d sound movement please?

2013-06-08 Thread Thomas Ward
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

Re: [Audyssey] help with 3d sound movement please?

2013-06-08 Thread 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 :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter!

[Audyssey] help with 3d sound movement please?

2013-06-07 Thread Ken The PionEar
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

Re: [Audyssey] help with 3d sound movement please?

2013-06-07 Thread Thomas Ward
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

Re: [Audyssey] help with 3d sound movement please?

2013-06-07 Thread Ken The PionEar
, 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

Re: [Audyssey] help with 3d sound movement please?

2013-06-07 Thread Thomas Ward
, 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

Re: [Audyssey] help with 3d sound movement please?

2013-06-07 Thread Ken The PionEar
...@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

Re: [Audyssey] help with 3d sound movement please?

2013-06-07 Thread Thomas Ward
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

Re: [Audyssey] help with 3d sound movement please?

2013-06-07 Thread Willem Venter
: 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

Re: [Audyssey] help with 3d sound movement please?

2013-06-07 Thread Thomas Ward
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