Hi Thomas,
I forgot you put the targeting scope on s to help you when the monsters got
in range.
So that makes the panning glitch not as critical as I thought.
I had a similar problem panning sounds with the GMA engine for Vista and
windows 7.
I solved it by panning sounds in doubling steps.
instead of panning volume 100, 200, 300, 400, etc.
I used 10, 20, 40, 80, 160, 320, etc.
Phil
----- Original Message -----
From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, May 24, 2011 11:15 PM
Subject: Re: [Audyssey] MOTA beta 19 released!
Hi Phil,
No, beta 16 was built using the Windows engine. I never did exactly
find a way to get OpenAL to pan correctly, and am having the same
issue with FMOD Ex. There probably is a way to correct the problem, or
simulate DirectX using FMOD, but honestly this isn't the biggest issue
here. Right now my objective is to finish MOTA 1.0, and then go back
in and try and handle or correct some of these issues during the
release candidate phase of the project which we are nearing. My
primary focus for beta 20 is to add levels 3 through 12 to the game,
add the end user game registration, and the game is basically done.
Debugging panning issues etc is the least of my worries right now.
That can wait until I actually get MOTA 1.0 nearly ready for release.
Right now I'm looking for a possible 1.0 target release schedule about
mid summer. Possably mid July if everything goes as planned.
Cheers!
On 5/24/11, Phil Vlasak <p...@pcsgames.net> wrote:
Hi Thomas,
I think in MOTA 14 you had the same panning problem and fixed it in beta
16.
I also think that was before you went to DirectX for panning but I could
be
wrong.
Phil
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