Re: [Audyssey] nearing a wall in fps games

2010-12-11 Thread Eric Oyen
I have a rather stupid question? why don't they use something similar to what we all hear in real life? that is, the closer you get to a wall, the stronger the echo of the surrounding soundscape will get (along with a corresponding change in pitch of the white noise in said environment). this

Re: [Audyssey] nearing a wall in fps games

2010-12-11 Thread Phil Vlasak
such as in Tank Commander. Phil - Original Message - From: Eric Oyen eric.o...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, December 09, 2010 8:08 AM Subject: Re: [Audyssey] nearing a wall in fps games I have a rather stupid question? why don't they use

Re: [Audyssey] nearing a wall in fps games

2010-12-11 Thread Thomas Ward
Hi, Actually, what we are talking about here is collision detection is in finding out if two objects or entities are touching in a virtual game world. This has nothing to do with audio, but mearly figuring out the best way to go about collision detection internally. However, your question isn't

Re: [Audyssey] nearing a wall in fps games

2010-12-11 Thread Thomas Ward
Hi, Basically, that is what I do in G3D as well. When the player approaches anything like a trap, wall, ledge, whatever it plays a different floor material sound to indicate that something is coming up. So in the case of a wall I could add certain step sounds that would echo or be muted to let

Re: [Audyssey] nearing a wall in fps games

2010-12-11 Thread Thomas Ward
Hi Phil, Yeah, but this really doesn't explain weather using a 3d coordinates system or an array is better for doing collision detection though. Which I believe was the original point of the topic right? Cheers! On 12/9/10, Phil Vlasak p...@pcsgames.net wrote: Hi Thomas, One thing to