RE: [hlcoders] SetHearingOrigin and sound spatialization
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 ___ 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
[hlcoders] SetHearingOrigin and sound spatialization
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SetHearingOrigin and sound spatialization
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SetHearingOrigin and sound spatialization
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SetHearingOrigin and sound spatialization
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 ___ 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] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders