EAX support
by Kurtis Seebaldt · in Torque Game Engine · 01/07/2003 (9:47 pm) · 6 replies
I've got the beginnings of EAX support. I fixed up the AudioEnvironment datablock to reflect EAX 2.0 listener properties. (I can't seem to find EAX 3.0 docs anywhere...)
The code was already done to assign AudioEnvironments to water blocks and interiors. The ambientAudioManager will now switch to the water block environment when underwater. (Muffled underwater sounds!!) It looks like there is code to test to see if you are in an interior and switch environments then, but that doesn't seem to work. Maybe someone more familiar with that can take a look for me. (ambientAudioManager.cc:219) I tried the WaterWorld map and walked into the cave.
Next, I'm going to try and get source properties working. Also, I need to figure out how to get the music to not be affected by the environment, unless you like underwater music!
I'm curious if there is much interest in this...
The code was already done to assign AudioEnvironments to water blocks and interiors. The ambientAudioManager will now switch to the water block environment when underwater. (Muffled underwater sounds!!) It looks like there is code to test to see if you are in an interior and switch environments then, but that doesn't seem to work. Maybe someone more familiar with that can take a look for me. (ambientAudioManager.cc:219) I tried the WaterWorld map and walked into the cave.
Next, I'm going to try and get source properties working. Also, I need to figure out how to get the music to not be affected by the environment, unless you like underwater music!
I'm curious if there is much interest in this...
About the author
#2
01/07/2003 (10:25 pm)
Doesn't marble blast have EAX 3.0 supported?? i think it said it somewhere.
#3
01/09/2003 (10:34 pm)
I got EAX source properties working now. I can finally turn off reverb for the music :)
#4
01/09/2003 (11:37 pm)
Yes, EAX would be really welcome. I think every one will be interested (my guess)
#5
01/10/2003 (2:17 pm)
To have EAX in your game do you need some sort of licencing or anything like that...just curious.
#6
01/10/2003 (10:49 pm)
The EAX 2.0 SDK is freely available on their website. I don't think you need any special licensing to use it.
Torque Owner Ernest
Soon I'll be to the point where I can add some new things, and begin to work on some things I've promised the community. You might want to consider making this a part of the Torque Enhancement Project.