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Audio.cpp... our old friend

by Bryce "Cogburn" Weiner · in Torque Game Engine Advanced · 02/19/2007 (1:25 pm) · 5 replies

Now I know that the Torque audio system has always left some room for improvement, but has anyone else noticed attenuation not functioning properly in TGEA1.0?

I've got an Audigy with the latest drivers on my development rig, so while its possible that it's a hardware problem, I'm not that convinced it's a driver problem.

I've tried to add an AudioEmitter to terrain_water_demo, but am continually being greeted by "AudioEmitter::update: failed to create source!".

Now before I resign myself to coding the TGEA equivalent of AudioManager, are there any known/outstanding issues with the audio system?

Much love for the Torque ... but this audio system needs a rework and I'll do it myself if I have to. :)

#1
02/19/2007 (8:00 pm)
Looks like its not as bad as I first suspected (as usual), but it's definitely engine based.

If I create two AudioProfiles, one pointing to an OGG, one pointing to a WAV then create an audioEmitter and switch between the two profiles, the problem is reproducible.

BTW... OpenAL is implemented much better than the last time I seriously looked at it (TGE1.2). I take back my previous statement. Although I'm going to have to add Doppler effects by hand again. :)
#2
02/19/2007 (8:04 pm)
I look forward to hearing what you come up with... bad pun ahoy!
#3
02/19/2007 (8:16 pm)
Ok... The problem isn't OGG or WAV... its stereo or mono.

Stereo sounds do not work, but I converted the sounds to 22kHz, 16 bit mono and they were attenuated properly.

Weird.
#4
02/27/2007 (9:24 am)
Stereo sounds are not supported for positional audio sources. The same goes for playing mono sounds using 2D profiles (for voice over, as example).
#5
02/27/2007 (10:45 am)
As Manoel said, you should use mono tracks for 3D positional sound, and stereo tracks for 2D sound.