Hi Thomas, just as an FYI, you can also change the roll-off factor as well.
I don't have the constants handy right this second, but you can definitely do
it, and a linear distance model is one of the options.
Smiles,
Cara :)
---
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Hi Shaun,
Well, assuming I successfully find a decent way to pan sounds using
OpenAL it would officially become a part of the Evolution 3D Engine.
People using my engine would automatically get the simple 2d pan
control for OpenAL if they needed it.
Cheers!
On 9/15/13, shaun everiss wrote:
> we
Hi Cara,
Thanks for the tips. I'll have to try that when I get back into
testing OpenAL. Its frustrating that the OpenAL developers just don't
create a pan control and force us to build one on top of the 3d
controls which just does not sound quite like
DirectSound when panning no matter what I hav
well it appears that only way to make things work is make some of
easily used panning control and release it opensource or something
for other devs to use.
panning has been one of the major things to do with audiogames, so if
one can be developed others should be able to be developed to.
even
Hi Thomas,
If you switch to head-relative mode you can do a pseudo pan control.
barring that, you can use right and lefthand normals of the vector you are
facing to create a pan control which constantly updates with the listener.
Also, if you send a stereo file to a source then that source bec
Hi Shaun,
Yes, I remember. that is in part why we are doing more private testing
with something like OpenAL before officially adopting it upstream. The
3d audio is fairly decent, but we haven't quite worked out a decent
pan control as OpenAL simply doesn't have one, and we have to make our
own cus
yeah remember the sfml test of mota.
ok I was able to handle things but it was a bit hit and miss, stuff
was off centre till you got over the other side of the pit but there
was no middle pan.
At 07:58 AM 9/14/2013, you wrote:
Hi Charles,
Unfortunately, I don't see everyone being satisfied
I'd pay for the upgrade, as long as there was a reasonable change.
ie improvement and most of them are.
however can you blame people for not paying when
readers like jfw are the same product but you
need to buy them again to use them on another os and its exactly the same.
I wouldn't pay full p
Hi Charles and Tom,
I think it's a catch 22, especially in the case of the remaining games started
by James North, since they were ordered so long ago. You're going to have a
sizable portion of customers who, through necessity or what have you, have
upgraded from XP, and those who have not. Bot
Hi Charles,
Unfortunately, I don't see everyone being satisfied with what we are
doing. One problem is, as I have mentioned before, is standard 2d
panning like DirectSound has is basically a thing of the past. OpenAL,
XAudio2, etc are focused on 3d audio and as a result although one can
write a 2d
u're going to
have to do. Thanks.
---
Shepherds are the best beasts, but Labs are a close second.
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Friday, September 13, 2013 1:16 PM
Subject: Re: [Audyssey] paying for upgrades
Hi Josh,
Thanks for that thoughtfully worded post, and you are right. It is a
catch 22 situation precisely because games like Raceway, for example,
were supposed to be released so long ago that XP customers have as
much of a legitimate claim as the guy who just purchased a brand new
HP laptop with
Wrong, at least in my case. If a game was to originally be developed that
required XP, and I purchased it, and is now available for users of Windows 8
which I have just installed, I would actually expect to pay a small upgrade
fee to get the game I now need. If the developer does not charge fo
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