Re: [hlcoders] Distance Variant Sounds

2006-08-03 Thread Daniel Menard

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?

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Re: [hlcoders] Distance Variant Sounds

2006-08-03 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
You could zero out the roll when SetHearingOrigin is called


--
ts2do
--

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Re: [hlcoders] Distance Variant Sounds

2006-08-03 Thread John Sheu
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

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Re: [hlcoders] Distance Variant Sounds

2006-08-02 Thread Daniel Menard

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?
  
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   archives, please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
 
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Re: [hlcoders] Distance Variant Sounds

2006-08-02 Thread LDuke
--
[ 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?

 ___
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 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


   
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Re: [hlcoders] Distance Variant Sounds

2006-08-02 Thread Skillet
--
[ 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?
 
  ___
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  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

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[hlcoders] Distance Variant Sounds

2006-08-01 Thread Daniel Menard

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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RE: [hlcoders] Distance Variant Sounds

2006-08-01 Thread Jay Stelly
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?

 ___
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 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



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Re: [hlcoders] Distance Variant Sounds

2006-08-01 Thread Daniel Menard

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



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RE: [hlcoders] Distance Variant Sounds

2006-08-01 Thread Jay Stelly
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?
  
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