Game Development Community

AudioEmitters - Upgrading

by Edward F. Maurina III · in Torque Game Engine · 07/01/2003 (9:08 pm) · 42 replies

Hi folks. I'm currently working on 'upgrading' the audioemitter object and I would like to get some input from the users, namely you. Currently the emitters are semi-functional but don't provide very good placement feedback and do not behave as I expect them to based on the parameters available. So, before I get into asking questions I'll give a quick run down on how I think they should work:

3D Mode (Looping->is3D == checked)
In this mode, the audio-emitter is a positional + directional emitter.

Directional Component - Two cones of sound to determine how angles affect the sound.

www.hallofworlds.com/pages/Torque/TorqueImages/SoundCone.jpg
The inner cone volume == 100% * Volume Modifiers
The outer cone volume == VAR% * Volume Modifiers
The rest of the area  == [i]coneOutsideVolume[/i] * Volume Modifiers

The direction of the cones is determined by: [i]coneVector[/i]

Positional Component - Distance from the emitter determines the other component of the sound equation.
[i]referenceDistance[/i] - If you are inside the inner cone and within this distance of the emitter, the volume is 100% (except in water).
[i]maxDistance[/i] - If you are outside of this distance, the emitter is off.

NON-3D Mode (Looping->is3D == unchecked)
In this mode, the sound is on at the same volume at all distances from the emitter (with one exception).
[i]outsideAmbient[/i] - Play the sound except when inside an interior.

Looping Settings
[i]isLooping[/i] - If checked, loop [i]loopCount[/i] times.
[i]loopCount[/i] - Number of times to play sound in looping mode. If -1, repeat forever.
[i]min/maxLoopGap[/i] - Still working this out.

Media Settings
[i]type[/i] - Chooses one of 30 (32?) OpenAL filters to apply to sound.

Current upgrades list
- It is my intention to make the emitters as behave described above. In the HEAD version of Torque, some of these features are working and some are not.
- Add better visual feedback for emitter placement. Curently, there is no way to see where the cones are. I am implementing a visual method of showing the following:
-- Inner Cone (DONE)
-- Outer Cone (DONE)
-- referenceDistance
-- maxDistance
-- Aproximate volume drop-off for inner cone.
- Fix spatial issue with 3D. Currently, the sounds are louder (in one ear) when you are facing away from the emitter at an angle than when you are facing them directly. Semi-mathematically, expressed:
- Total volume in right ear when emitter is directly 
       opposite that ear = X
     - Total volume when facing emitter directly < X.

www.hallofworlds.com/pages/Torque/TorqueImages/ae_90_90.jpgInner/Outer == 90/90

www.hallofworlds.com/pages/Torque/TorqueImages/ae_0_90.jpgInner/Outer == 0/90

www.hallofworlds.com/pages/Torque/TorqueImages/ae_60_90.jpgInner/Outer == 60/90

www.hallofworlds.com/pages/Torque/TorqueImages/ae_60_360.jpgInner/Outer == 60/360

www.hallofworlds.com/pages/Torque/TorqueImages/ae_270_360.jpgInner/Outer == 270/360


What I need from you
1. Do you disagree with any of my descriptions or do you have anything to add?
2. Can you think of any other reasonable features to add? (Now is the time).

Thanks in advance for your feedback.

-Ed
Page«First 1 2 3 Next»
#41
07/10/2004 (3:09 pm)
@Desmond - Unless I goofed (always possibility, but I think I got it right). Beyond the visual feedback, this allows you to re-orient the pointing direction of the sound cone via mouse. Previously, cone vector was locked in one direction and didn't follow the Y axis orientation. Now, the AE will 'shoot' sound down the Y-axis. However...

@Ben, Yah! I agree with the Transform update Desmond is suggesting (oops). Otherwise, the direction won't (consistently) get updated while you're editting. i.e. not till re-load, which could be a little confusing.

As far as that last part (mDescription.mType). I'm not sure on that, but I trust that Desmond is likely correct there too.

Many thanks and apologies for the fact that I didn't catch this. :(

[HOW]EdM|EGTGE
#42
07/10/2004 (6:09 pm)
Ed, thanks for taking a look at this.

Desmond - changes are in. Good eye!
Page«First 1 2 3 Next»