Game Development Community

Sound filters ?

by ... · in Torque Game Engine · 06/11/2006 (9:11 am) · 8 replies

Hi,

I was wondering is it was possible to add sound filters.

e.g;
-per interior reverb setting , entering a large hall will make the sounds have echos,reverb.
-underwater the sound is filtered so it sound low or with flanger,distorsion

I have a music program (Fruity Loops) that can do all these on the fly (realtime) with only 1% cpu use.


+ adding streaming audio(teamspeak)/video(webcam)

Maybe within a few years i can acomplish these features myself but for now it seems impossible because i dont know where to starts.

Thanks for your reaction,
Robin

#1
06/11/2006 (9:16 am)
Sounds like you want EAX. Torque doesn't have it and it would be difficult to program in.
#3
06/12/2006 (11:51 am)
Directsound -> direct X -> only windows :( alot of work for just windows only
#4
06/12/2006 (11:15 pm)
Eax works on Mac too
#5
06/13/2006 (1:06 am)
@Robin - In the TGE source you will find some "sound environment" objects and an "interior environment manager". I haven't tested these, so i can't definitely say if the current OpenAL sound system supports it or not... but i'm pretty sure it is in some way broken. Still if someone wanted them bad enough, they could probably revive that system.
#6
06/13/2006 (4:59 am)
What i understand is that the sound and interior environment are based on the EAX ,and EAX is not working default in TGE.

Checkout C2's link, if you want the latest EAX then you must sign up at the creative site, the only non registered version is EAX 2.0 SDK and available for download.
#7
06/13/2006 (5:59 am)
EAX was ripped out from Tribes II before shipping Torque, as far as I know.
If you search for SFX in TDN, you'll find some pages that might hint that a new audio implementation is in the works though.

Good stuff.
#8
06/13/2006 (8:48 am)
I know i can't wait to see a new sound system in Torque! :)

What would you guys want to see in it? .... other than not sucking. :)