On Sun, 6 Nov 2011 11:30:45 +0900 Carsten Haitzler (The Rasterman) <[email protected]> wrote:
> On Sun, 6 Nov 2011 00:48:01 +1000 David Seikel <[email protected]> > said: > > > On Sat, 5 Nov 2011 23:39:16 +0900 Carsten Haitzler (The Rasterman) > > <[email protected]> wrote: > > > > > >:-P next week i'll mail my sound api in edc. what;'s there right > > >now > > > is a bare minimum so it can be built on and api can be discussed, > > > but it's basically what i did in my tracker days > > > (mods/s3m/xm/etc.) which were basically midi files WITH samples > > > included in the file (and often other custom fun bits added). > > > what is there now is simply sample storage/encoding and playback > > > "as is" at the encoded samplerate and mixing of those audio > > > outputs if needed (and resampling to device output rate and > > > sending to audio device - modular). > > > > That's actually more than my current project needs. Looking > > forward to the entire thing though. Especially if it can be used > > for spatial sound and real time 'net sound mixing. > > spatial sound is a matter of assigning more speakers other than left > and right. the problem here is though... there isn't as much of a > standard - not proper 3d. there's 5.1 which is in a plane, but that's > 6 freaking channels of sound... right now i'd be happy to handle > stereo properly. what do you mean by "real time 'net sound mixing"? > how is this different to mixing in general (that in edje/efl > scenarios is done realtime anyway) > I'm always thinking of online virtual worlds. So in this case I mean a bunch of avatars sitting, standing, walking, flying around a 3D world, with various sounds coming from various sources scattered around the space for them all to hear from their various positions in 3D. Some of those sounds might be generated in real time, like the voices of the people controlling the avatars coming from the avatars. Everything being completely ad hoc and under the controls of the users. Note that a lot of the users might only be listening with stereo. The important point is attenuation of sounds as they are further away from your avatar, and definitely ignoring sounds that are too far away to hear anyway to save processing. There are things like mumble for this, which is mostly for voice comms in 3D games, but I think it's general purpose enough. -- A big old stinking pile of genius that no one wants coz there are too many silver coated monkeys in the world.
signature.asc
Description: PGP signature
------------------------------------------------------------------------------ RSA(R) Conference 2012 Save $700 by Nov 18 Register now http://p.sf.net/sfu/rsa-sfdev2dev1
_______________________________________________ enlightenment-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/enlightenment-devel
