Is the fps version out for this game yet?

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Saturday, October 09, 2010 7:08 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Panning in MOTA FPS

Sort of a weird comparison, but remember those little transistor radios back

in the sixties?  Are we expecting good quality sound to come through one of 
those if we plug a CD player into it?  It's still going to be in mono and 
it's still going to be, let's say, not the best sound?

---
Shepherds are the best beasts!
----- Original Message ----- 
From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, October 09, 2010 5:56 PM
Subject: Re: [Audyssey] Panning in MOTA FPS


> Hi Scott,
> To be honest I am not sure what the FPS version will sound like once I
> convert it over to the new engine and actually test it with OpenAL,
> but it stands to reason it will likely sound better since that is what
> OpenAL's 3d rendering was designed for. I do believe the problem is
> that we are attempting to take an audio system designed for 5.1
> surround sound audio and produce a simple 2d pan effect with it in the
> side-scroller. The results of that failed attempt pretty much speak
> for themselves.
> I don't find that too surprising, because clear back in December when
> I was beginning to convert the game engine from .Net to C++ I took a
> serious look at FMOD by Firelight Technologies. I created a test
> application in 3d using FMOD where I walked around a big room
> listening to things and the audio outpit was awesome. When I tried to
> pan sounds using its pan setting it didn't sound quite right. It
> didn't sound quite like DirectSound and I did get complaints back then
> about panning being off, but the 3d audio was dead on.
> I am hoping and even assuming the same is true for OpenAL. The FPS
> version may sound good using the 3d audio features of OpenAL, but 2d
> stereo panning just doesn't quite cut it. If worst comes to worst and
> the FPS version doesn't sound good with OpenAL I'll invest in FMOD
> because I know its 3d audio rendering is first rate and FMOD is
> cross-platform.
>
> Cheers!
>
>
> On 10/9/10, Scott Chesworth <scottcheswo...@gmail.com> wrote:
>> Hi Tom, quick question for you.
>>
>> The difference in panning in MOTA Beta 14 and the reasons for it have
>> been, um, shall we say thoroughly covered. Forgive me if I've missed
>> it, but I haven't yet seen anybody discussing how the new setup will
>> work for the FPS version. I guess what I'm asking is, are the current
>> jumps across the stereo field that people are struggling with only
>> occuring because you're having to try and find the common ground
>> between a 2d audio landscape and a panning system that was designed
>> exclusively for realism in 3d maps?
>>
>> I'm hoping that the answer to this will be that the FPS version will
>> sound more natural whenever it's ready to be rolled out. Seems logical
>> to assume given all the cool sounding stuff that's still happening on
>> consoles, but I thought I'd check for sure. Call me a maverick, but
>> I'm trying to make panning and positivity fit into the same sentence
>> lol!
>>
>> Cheers
>> Scott
>
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