RE: [hlcoders] SetHearingOrigin and sound spatialization

2007-02-26 Thread Yahn Bernier
Yeah, this feature was never completed.  The actual up, right, and fwd
vectors as passed down into the sound system, but they don't get used
except in narrow circumstances.  I'll see how hard it would be to hook
them in and where the best spot would be -- or whether there is a
workaround.

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John Sheu
Sent: Sunday, February 25, 2007 9:47 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SetHearingOrigin and sound spatialization

On Sunday 25 February 2007 11:23 pm, Jared Combs wrote:
 That is unfortunate.  Once I finish the game, I suppose I'll have to
 go back and write my own sound emitter.  It seems strange that valve
 would make the assumption that no players would ever roll in a 3D
 engine.  Thank you for your rapid response.

I don't find it that odd, actually.  Source is targeted pretty narrowly
at first-person games; such games usually don't have complete freedom of
roll.
The engine does what it's designed for well, at the cost of cutting the
corner cases.

-John Sheu

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[hlcoders] SetHearingOrigin and sound spatialization

2007-02-25 Thread Jared Combs
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I'm currently working on a mod where it is possible for players to walk on any 
surface.  The basic code for this is done and works well, however I'm having 
trouble with sound spatialization.

I've traced where the hearing origin/angle is set to the bottom of 
CViewRender::SetUpView. It is a call to the engine, engine-SetHearingOrigin.  
I've checked the values passed into the function, and they are correct (i.e. 
both are in world space).  As far as I can tell, any roll in the view angles 
causes the sound spatialization to work incorrectly.

Has anyone else noticed this behavior, and more importantly, has anyone found a 
possible solution?  I'd be very unhappy if I had to code my own sound emitter 
system from scratch if I want properly spatialized sound.
--


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Re: [hlcoders] SetHearingOrigin and sound spatialization

2007-02-25 Thread John Sheu
On Sunday 25 February 2007 10:08 pm, Jared Combs wrote:
 Has anyone else noticed this behavior, and more importantly, has anyone
 found a possible solution?  I'd be very unhappy if I had to code my own
 sound emitter system from scratch if I want properly spatialized sound. --

Congrats, you're now the second guy I know of who found this problem.  Dan was
the first:

   http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/msg16953.html

-John Sheu

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Re: [hlcoders] SetHearingOrigin and sound spatialization

2007-02-25 Thread Jared Combs

Congrats, you're now the second guy I know of who found this problem.  Dan
was
the first:


http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/msg16953.html

-John Sheu


That is unfortunate.  Once I finish the game, I suppose I'll have to go back
and write my own sound emitter.  It seems strange that valve would make the
assumption that no players would ever roll in a 3D engine.  Thank you for
your rapid response.

-Jared Combs, eggman


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Re: [hlcoders] SetHearingOrigin and sound spatialization

2007-02-25 Thread bloodykenny
Sounds worthy of a zilla or a KI.

At 2007/02/25 11:23 PM, Jared Combs wrote:
Congrats, you're now the second guy I know of who found this problem.  Dan
was
the first:


http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/msg16953.html

-John Sheu

That is unfortunate.  Once I finish the game, I suppose I'll have to go back
and write my own sound emitter.  It seems strange that valve would make the
assumption that no players would ever roll in a 3D engine.  Thank you for
your rapid response.

-Jared Combs, eggman


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Re: [hlcoders] SetHearingOrigin and sound spatialization

2007-02-25 Thread John Sheu
On Sunday 25 February 2007 11:23 pm, Jared Combs wrote:
 That is unfortunate.  Once I finish the game, I suppose I'll have to go
 back and write my own sound emitter.  It seems strange that valve would
 make the assumption that no players would ever roll in a 3D engine.  Thank
 you for your rapid response.

I don't find it that odd, actually.  Source is targeted pretty narrowly at
first-person games; such games usually don't have complete freedom of roll.
The engine does what it's designed for well, at the cost of cutting the
corner cases.

-John Sheu

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