Re: [hlcoders] Distance Variant Sounds
Well I breakpointed that line and the roll is getting sent properly, however it seems that the spatialization system doesn't handle it properly. As soon as the roll is non-zero you get weird inversions. This happens when you pitch over 90 degrees also (the angles go from [0 90 0] to [180 89 180]). I guess I will write this off as an engine limitation and live with it. Jay, if you ever want to test this yourself, set sv_rollangle to 180 and throw a grenade straight ahead then sidestep to cause the view to roll. You will see that the grenade will sound like its coming from behind you at 180, coming from the left at 90 degrees roll and from the right at 270 degrees roll. On 8/2/06, Jay Stelly [EMAIL PROTECTED] wrote: src/cl_dll/view.cpp: engine-SetHearingOrigin( m_View.origin, m_View.angles ); -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Daniel Menard Sent: Wednesday, August 02, 2006 8:09 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Distance Variant Sounds 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 volume0.6 soundlevelSNDLVL_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
Re: [hlcoders] Distance Variant Sounds
-- [ Picked text/plain from multipart/alternative ] You could zero out the roll when SetHearingOrigin is called -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Distance Variant Sounds
On Thursday 03 August 2006 8:14 pm, Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] You could zero out the roll when SetHearingOrigin is called Just zeroing out won't work: as a trivial example, consider the difference between pitch,yaw,roll [0,0,180] and [0,0,0]. The first is inverted, the second is not. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Distance Variant Sounds
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 volume0.6 soundlevelSNDLVL_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
Re: [hlcoders] Distance Variant Sounds
-- [ 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 volume0.6 soundlevelSNDLVL_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
Re: [hlcoders] Distance Variant Sounds
-- [ Picked text/plain from multipart/alternative ] Good idea! Remove sound entirely and call it a feature. I don't think the players would like that very much though. :P On 8/2/06, LDuke [EMAIL PROTECTED] wrote: -- [ 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 volume0.6 soundlevelSNDLVL_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
[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
RE: [hlcoders] Distance Variant Sounds
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 volume0.6 soundlevelSNDLVL_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
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 volume0.6 soundlevelSNDLVL_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
RE: [hlcoders] Distance Variant Sounds
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 volume0.6 soundlevelSNDLVL_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