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There is no sound in space.  :)


On 8/2/06, Daniel Menard <[EMAIL PROTECTED]> wrote:
>
> Ok Jay, I got my attenuation problem fixed (attenuation was set way
> too low, 140dB is darn loud). Now I have another question. We've been
> having sound spacialization issues with our vehicles. They're space
> vehicles so we got the whole 6 degrees of freedom thing going. The
> sound spatialization seems to really get out of wack when you roll the
> craft though. Say I have a firing sound playing straight ahead, if I
> roll continuously, the sound travels around in a circle. Something
> similar happens when the pitch goes beyond 90 degrees up or down. If I
> stay within "player limits" for yaw and pitch and keep my roll at 0,
> everything works fine. Beyond that, its anybody's guess where the
> sound is coming from. When I'm upside down in a roll... the sound
> seems to be completely inverted (sound on the left coming from right
> channel). Is there some SDK function I can modify to change this
> behavior or its an engine limitation? My guess would be that its using
> the forward vector to find pitch and yaw but forgets about roll (which
> would invert the channels for correctness).
>
> On 8/1/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
> > It's not in the SDK update or in development at this time.
> >
> > > -----Original Message-----
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > Daniel Menard
> > > Sent: Tuesday, August 01, 2006 2:06 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] Distance Variant Sounds
> > >
> > > I'm using the standard WeaponSound code to play these sounds,
> > > yet they still come out really loud at a distance. I tried to
> > > run them with spatialized stereo again and same problem. I
> > > guess I'm gonna turn my attention to the code and see if
> > > anything is missing.
> > >
> > > On a side note, any chance the fade start/end distances can
> > > be placed in the script in the following SDK update (or the
> > > one after)?
> > >
> > > On 8/1/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
> > > > updated with distances (no they can't be modified without
> > > changing the
> > > > engine code at present):
> > > > http://developer.valvesoftware.com/wiki/Soundscripts
> > > >
> > > > I don't see any issue with spatialization of distance
> > > variant sounds.
> > > > My guess is that you aren't emitting the sound from a particular
> > > > entity (using the world?) or the codepath you are using is
> > > not passing
> > > > the origin through in some case.
> > > >
> > > >
> > > > > -----Original Message-----
> > > > > From: [EMAIL PROTECTED]
> > > > > [mailto:[EMAIL PROTECTED] On Behalf
> > > Of Daniel
> > > > > Menard
> > > > > Sent: Tuesday, August 01, 2006 9:12 AM
> > > > > To: hlcoders@list.valvesoftware.com
> > > > > Subject: [hlcoders] Distance Variant Sounds
> > > > >
> > > > > Is it possible to change the distance at which the
> > > distance variant
> > > > > sounds are crossfaded. Right now the default seems to be
> > > 1000 units
> > > > > or so. Is there some way to modify this in the script?
> > > > >
> > > > > Also, these seems to be a bug with distance variant sounds where
> > > > > they don't attenuate correctly, was this planned? I am
> > > trying to use
> > > > > it for engine sounds and it sounds like its right infront
> > > of you and
> > > > > its 4000 units away (120dB soundlevel). Is there some way to turn
> > > > > this attenuation back on. If I stereo spatialize the sounds, they
> > > > > seem to attenuate fine.
> > > > >
> > > > > I've noticed that sounds using CHAN_STATIC are not attenuated,
> > > > > however these are CHAN_AUTO (they are replaced with appropriate
> > > > > channels in code, the 3 possible channels are
> > > CHAN_WEAPON, CHAN_ITEM
> > > > > and CHAN_BODY). Here is what the script looks like:
> > > > >
> > > > > "Engine.MainThrust"
> > > > > {
> > > > >       "channel"               "CHAN_AUTO"
> > > > >       "volume"                "0.6"
> > > > >       "soundlevel"    "SNDLVL_120dB"
> > > > >
> > > > >       "wave"          "^engines/main_thruster.wav"
> > > > > }
> > > > >
> > > > > I dunno if anyone can help with this?
> > > > >
> > > > > _______________________________________________
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> > > > >
> > > > >
> > > >
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> > > >
> > > >
> > >
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> > >
> > >
> >
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> please visit:
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> >
> >
>
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