Re: [Warzone-dev] [OpenAL] distance attenuation

2007-01-07 Thread rodzilla
Hi, First of all, Happy New Year to you all ! Now I guess I have to answer this... When I ported that sound code to OpenAL, I first tried to use the parameters you mentionned (for position, attenuation model etc.). Problem was the attenuation didn't sound good (I tested with all models). It

Re: [Warzone-dev] [OpenAL] distance attenuation

2007-01-07 Thread Per Inge Mathisen
On 1/7/07, Giel van Schijndel [EMAIL PROTECTED] wrote: Anyway if nobody objects (yes, read that in your opinion the sound code isn't crappy, no specifics however, so if you object please clarify), I'll create a (temporary(?)) branch somewhere tomorrow (i.e. after 1300 CET, cause I won't be

Re: [Warzone-dev] [OpenAL] distance attenuation

2007-01-07 Thread Giel van Schijndel
[EMAIL PROTECTED] schreef: Hi, First of all, Happy New Year to you all ! Same to you and every one else ;-) Now I guess I have to answer this... When I ported that sound code to OpenAL, I first tried to use the parameters you mentionned (for position, attenuation model etc.). Problem

Re: [Warzone-dev] [OpenAL] distance attenuation

2007-01-07 Thread Giel van Schijndel
Per Inge Mathisen schreef: On 1/7/07, Giel van Schijndel [EMAIL PROTECTED] wrote: Anyway if nobody objects (yes, read that in your opinion the sound code isn't crappy, no specifics however, so if you object please clarify), I'll create a (temporary(?)) branch somewhere tomorrow (i.e. after

Re: [Warzone-dev] [OpenAL] distance attenuation

2007-01-07 Thread Per Inge Mathisen
On 1/7/07, Giel van Schijndel [EMAIL PROTECTED] wrote: Well the problem with a local tree would be that I would only be able to commit anything but incremental changes without breaking things (i.e. without breaking the trunk). Maybe I should not use the word 'tree'. What I mean is another