Game Development Community

Help! Audio code!

by Chris \"Hobbiticus\" Weiland · in Torque Game Engine · 08/05/2003 (11:05 am) · 4 replies

Now that we've gone beta, people are complaining about the sound 24/7. Worst of all, they're all blaming us instead of the engine, which as you might guess doesn't look so good for us. Before I started to try and see what's wrong, I just wanted to ask if anyone else had gotten positional sounds to work. Right now, they just play like they are 2D and are occluded passed a certain threshold. It would be nice to actually have the sounds fade out over distance and not play, or play softly, when the sound originates behind a wall or hill.

So, is there anyone that has been doing work in this area that could help me out? I havn't done anything in the way of audio coding before, so I'm not too sure how much I'll be able to do, so any help would help a LOT.

#1
08/05/2003 (5:43 pm)
I wish I could help you, but I have the exact same questions myself. :(

Has anyone else worked with the audio in torque?
#3
08/06/2003 (10:53 pm)
So...has ANYONE gotten sounds to actually play in 3d?

I could have sworn that projectiles/explosions actually played in 3d, but only with a certain OpenAL32.dll. Perhaps I'm using the wrong one. Does anybody have the correct one?
#4
08/07/2003 (4:49 pm)
One thing for 3dsounds i notised they must be mono sounds
othervise you dont here the direction or the falloff .
This was a huge problem for me a long time !!!!!!
But it works fine for me now even in the head version !
And i use the latest OpenAL driver .
hope this works for you guys .

-Billy