Author Topic: More sound channels?  (Read 4369 times)

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Offline Kazan

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Tarumbar:  calculating doppler affect is really simple, the most complex math it needs is the pythagorean thereom

Once you have the correct relative speed (delta hypoteneuse) you simply plug that into the doppler shift function and that is only an operation of the wave speed, wavelength and source speed - a IIRC one divison, one multiplicaiton and one addition (in that order!)
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Offline Turambar

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so how hard is it to code that?
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 
Quote
Originally posted by RandomTiger


I take it that it doesnt have it at the moment then?


Not if my ears are to be believed - there's an EAX option (which seems to do bugger all) but no >2 channel support

 

Offline Kazan

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turambur: more difficult than calculating the doppler shift
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Offline DaBrain

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Is it possible to implement OpenAL ?

"The OpenAL API is designed to be cross-platform and easy to use. It resembles the OpenGL API in coding style and conventions. OpenAL uses a syntax resembling that of OpenGL where applicable. "


Would be a major improvent for the portability.

Or is this a ridiculous question ? (I have no idea how hard to implement this would be...)


Edit: http://www.gamedev.net/reference/articles/article1958.asp
Looks simple, even though I don't understand this stuff.
« Last Edit: May 06, 2004, 09:50:07 am by 1688 »
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Offline Bobboau

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now this brings something into question, my old computer had an Aureal sound card wich did the doppler shift on it's own, why can't EAX do this? I havn't looked at the sound code, so I realy have no idea what's going on in there, has anyone looked at this?
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Offline DaBrain

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Quote
Originally posted by Bobboau
now this brings something into question, my old computer had an Aureal sound card wich did the doppler shift on it's own, why can't EAX do this? I havn't looked at the sound code, so I realy have no idea what's going on in there, has anyone looked at this?



EAX should be able to do it.
http://eax.creative.com/learning/doppler.asp

Too bad :v: didn't use it...

So we have to do it.
http://eax.creative.com/developers/sdk.asp


Edit: ;)
Alan Lawrance, Volition, Inc.


"We've been very impressed with the SBLive! support recently added to FreeSpace. The positional audio sounds great, especially with four speakers. We really like the EAX features too, both because they sound great and are a breeze to implement.
FreeSpace sounds great on the SBLive! The voice manager provided by the SBLive! gives us excellent DirectSound3D performance, and the EAX effects are very cool."


Edit2: Did you use A3D ?
I'll check out whether A3D creates this effect.
« Last Edit: May 06, 2004, 09:52:33 am by 1688 »
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SoL is looking for a sound effect artist
Please PM me in case you want to apply
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Offline Kazan

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tehy're using opanAL
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Offline DaBrain

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A3D doesn't sound better for me. And yes my audio chip is A3D compatible (MPC-T).

The simulated speech seems to sound worse.  Everthing else isn't different to DS3D.
« Last Edit: May 07, 2004, 01:19:46 pm by 1688 »
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SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------

 

Offline J3Vr6

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I dont know, I have a SBLive! 5.1 but whenver I put EAX on everything went to poop.  The sounds were all choppy.  Something would happen and it would studder.  The game itself would also lag and studder.

This may or may not be related to Freespace as I'm realizing it happened to me on Deus Ex also, and I think other games did it to me as well.  I thought at first it was cuz I was playing on a dinky 400 mhz, but it happens with my 2400 also.  I spent money on an SBLive! 5.1 and I can never use it :(
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Have you tried upgrading your drivers? The early ones were absolute crap and ****ed up every game under the sun, I remember trying FS2 with them and got the same problems you're describing. But it doesn't happen any more since I got the latest pack.

 

Offline Black Sheep

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Another question...what controls the FS2 sound mixer, if there are too many sounds played at once? That would be a problem if you increase the number of sound channels. It's gotta scratch, if there is too much signal info.
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Offline J3Vr6

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Quote
Originally posted by SadisticSid
Have you tried upgrading your drivers? The early ones were absolute crap and ****ed up every game under the sun, I remember trying FS2 with them and got the same problems you're describing. But it doesn't happen any more since I got the latest pack.



Sadly, my attempts on getting an updated driver were for naught.  It seems that creative labs never made driver updates for my particular card.  When I tried to find the drivers, I found out (thru their tech support) that my card was actually a left over OEM card that they packaged into a regular box and sold.  They claim they do this often.  Anyway, that particular model # isn't found on their website so whenver you try to update them it says the card # isn't found.  Tech support says they don't have an update for my card :(
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Offline Flipside

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The EAX setting on my Aureal would create much the same problem as described at the start of this thread. Switching to Directsound fixed the problem :) Creative sound drivers absolutely and utterly bite. They can either get 3D surround to work properly, OR they can get the ASIO drivers to work properly.

And they default to this setting that makes your rear speakers sound like a pair of drowning canaries :(