soundfx falloff/distance ?
by Billy L · in Torque Game Engine · 05/22/2003 (12:20 pm) · 7 replies
Hi all !
Is there anybody that got distant ambient sound to work properly ?
I really tried alot ,but no luck !
want the sound to get lower when you move away from it
and higher when you get closer !
Is this working in the engine ?
-Billy
Is there anybody that got distant ambient sound to work properly ?
I really tried alot ,but no luck !
want the sound to get lower when you move away from it
and higher when you get closer !
Is this working in the engine ?
-Billy
#2
my sounds turns on and off but i dont get any linear gain !
05/23/2003 (10:21 am)
Do you get any linear volum change when you place a audioemitter ?my sounds turns on and off but i dont get any linear gain !
#3
What audioDescription are you using in your emitters? I generally use audioDefaultLooping3D for looping atmospheric sounds.
05/26/2003 (6:53 am)
Yeah, I get some. Although, with a rolloff factor of 0.35, I do have to make the ranges of my emitter fairly large to notice it.What audioDescription are you using in your emitters? I generally use audioDefaultLooping3D for looping atmospheric sounds.
#4
I really tried alot with this !
I have used default settings and my own Audioblocks,
on one off my maps i have over 20 emitters with differnt
settings and not at single one of them have linear gain
when you approach them !
05/26/2003 (2:08 pm)
Alex can you give me an example on your AudioblockI really tried alot with this !
I have used default settings and my own Audioblocks,
on one off my maps i have over 20 emitters with differnt
settings and not at single one of them have linear gain
when you approach them !
#5
One thing you might want to try is to look at AL_ROLLOFF_FACTOR in the initialization function in audio.cc. Try giving it a value greater than 1.0. And I do mean significantly larger ... maybe even as large as 4 or 5. If you hear a quick linear falloff with that high a rolloff factor and no falloff at all when the rolloff factor is at 1.0, then it suggests that the distance ranges of your emitter are too small.
- Parashar K.
06/02/2003 (11:51 am)
Here's an example audioprofile for which I get a good linear gain. I'm not really sure where the corresponding audiodescription is defined, though. But this one works fine for me.datablock AudioProfile(speederEngineSound)
{
fileName = "fps/data/sound/vehicles/spdrhum.wav";
description = AudioDefaultLooping3d;
preload = true;
};One thing you might want to try is to look at AL_ROLLOFF_FACTOR in the initialization function in audio.cc. Try giving it a value greater than 1.0. And I do mean significantly larger ... maybe even as large as 4 or 5. If you hear a quick linear falloff with that high a rolloff factor and no falloff at all when the rolloff factor is at 1.0, then it suggests that the distance ranges of your emitter are too small.
- Parashar K.
#6
What ranges work for you then ?
I have so many emitters with differnt ranges
So give me some numbers that works
for the
referensDistance
maxDistance
minDistance
06/03/2003 (12:28 pm)
Distance ranges !What ranges work for you then ?
I have so many emitters with differnt ranges
So give me some numbers that works
for the
referensDistance
maxDistance
minDistance
#7
But for the same audioprofile I mentioned above --
Reference Distance = 10
Max Distance = 60
Min Distance = 5
- Parashar K.
06/05/2003 (6:18 am)
Hmmm... well, for "minDistance", we generally clamp it to equal reference distance. But in some cases, it'll be slightly less. With very quiet sounds that we intend to have a larger range, it'll be significantly less.But for the same audioprofile I mentioned above --
Reference Distance = 10
Max Distance = 60
Min Distance = 5
- Parashar K.
Torque Owner Alex Baaklini
I don't know about AudioEmitters yet. Haven't really bothered to try. But the soundfx work just fine for me. In audio.cc, there's an "approximate3dvolume" routine. I just took it out because OpenAL does the job for you so long as you set the appropriate alDistanceModel in the initialization.
Which I believe should already be there.
My init has the following few lines near the end.