-- [ Picked text/plain from multipart/alternative ] 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? > > > > > > > > > > _______________________________________________ > > > > > To unsubscribe, edit your list preferences, or view the list > > > > > archives, please visit: > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > > _______________________________________________ > > > > To unsubscribe, edit your list preferences, or view the > > > list archives, please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders