EAX Usage questions
by Alex Huck · in Torque Game Engine Advanced · 12/04/2006 (12:35 pm) · 1 replies
Hi, I can't figure out how to implement a Audio Environment, here is what's in my newly created "Sound.cs":
I'm trying to get it to play orc_pain.ogg with the predefined (Defined in line 89 of audioDatablock.cpp) effect called EAX_ENVIRONMENT_PSYCHOTIC, some kind of reverb effect..
Right off the bat I can see quite a major problem, I define the datablock for the AudioEnvironment, but no where does it attach those attributes to the AudioProfile TestSound. TestSound has Environment = TestEnv;
But TestEnv is a AudioSampleEnviroment, which doesn't seem to have reverb in it...
Can someone please set up a basic example sound datablock set, kind of like what I have above (All variables that are possible are there, ones not needed are commented" That way I have a foundation of a sound setup, with all the trimmings.
(Yes this is related to my very recent thread Audio Shaders, I decided not to post this on that thread, in case sourcecode needs to be revealed)
datablock AudioEnvironment(Psychotic)
{
UseRoom = true;
Room = EAX_ENVIRONMENT_PSYCHOTIC;
RoomHF = 1;
Reflections = 0;
Reverb = 1;
RoomRolloffFactor = 0.1;
DecayTime = 0.1;
DecayHFRatio = 0.1;
ReflectionsDelay = 0;
ReverbDelay = 0;
RoomVolume = 1;
EffectVolume = 1;
Damping = 0;
EnvironmentSize = 10;
EnvironmentDiffusion = 1;
AirAbsorption = 0;
Flags = 0;
};
datablock AudioSampleEnvironment(TestEnv)
{
Direct = 0.5;
DirectHF = 1;
Room = 0.5;
RoomHF = 1;
Obstruction = 0.5;
ObstructionLFRatio = 0.5;
Occlusion = 1;
OcclusionLFRatio = 0.5;
OcclusionRoomRatio = 0.5;
RoomRolloff = 0;
AirAbsorption = 0.5;
OutsideVolumeHF = 0;
Flags = 0;
};
datablock AudioDescription(PsychoticDesc)
{
volume = 1.0;
isLooping = false;
//IsStreaming = false;
is3D = true;
ReferenceDistance = 1.0;
MaxDistance = 100.0;
//ConeInsideAngle = 360;
//ConeOutsideAngle = 360;
//ConeOutsideVolume = 1.0;
//ConeVector.set(0, 0, 1);
EnvironmentLevel = 1;
//LoopCount = 2;
//MinLoopGap = 0;
//MaxLoopGap = 0;
type = $SimAudioType;
};
datablock AudioProfile(TestSound)
{
fileName = "~/data/sound/orc_pain.ogg";
description = PsychoticDesc;
preload = true;
environment = "TestEnv";
};I'm trying to get it to play orc_pain.ogg with the predefined (Defined in line 89 of audioDatablock.cpp) effect called EAX_ENVIRONMENT_PSYCHOTIC, some kind of reverb effect..
Right off the bat I can see quite a major problem, I define the datablock for the AudioEnvironment, but no where does it attach those attributes to the AudioProfile TestSound. TestSound has Environment = TestEnv;
But TestEnv is a AudioSampleEnviroment, which doesn't seem to have reverb in it...
Can someone please set up a basic example sound datablock set, kind of like what I have above (All variables that are possible are there, ones not needed are commented" That way I have a foundation of a sound setup, with all the trimmings.
(Yes this is related to my very recent thread Audio Shaders, I decided not to post this on that thread, in case sourcecode needs to be revealed)
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Torque 3D Owner Alex Huck
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