Game Development Community

Audio documentation

by Sam3d · in Torque Game Engine · 09/15/2004 (5:55 pm) · 4 replies

Does audio documentation exist yet?

For audio datablocks and / or emitters?

#1
09/16/2004 (2:22 pm)
Check out Ed Maurina's awesome Essential Guide to TGE. Specifically, the "Tech School - Mission Objects" chapter. It has an in-depth explanation of audio emitters and audio processing, and Ed is easily one of the most knowledgeable community members when it comes to audio in Torque.

I have partially complete audio datablock documentation but hadn't finished or released it yet because there was some talk of an imminent change to Torque's audio not long ago. Now that Torque 1.3 is released, I'll get around to finishing that up asap.

Ken Finney's book also covers some of this material, and is an excellent, must-read as well.
#2
09/16/2004 (2:32 pm)
Wow... Ed's guide is truly awesome.... thanks!

I have Ken's book... it rather glosses over audio, but it's quite a tomb as it is.


The ability to move audio emitters independent of shapes is great.

I wish particle emitters had the same ability.

Anyhow, thanks again for the pointer.
#3
01/10/2005 (2:56 pm)
@Sam - I know this is an old thread, but ...

I'm quite sure you can move particle emitter nodes (PENs). The trick to this, if I recall, is to do the following:

1. Use the setTransform() method to update where the PEN should be.
2. Then I think the trick to make it actually get updated is to do a setScale() call on the PEN.

%penID.setTransform( some transform here );
%penID.setScale( %penID.scale ); // just re-use the PEN's current scale.

I think that should do it, but... If that does not work, please e-mail me at e DOT maurina AT verizon DOT net and i'll see what I can dig up. I'm sure I figured this out once before.

[HOW]EdM|EGTGE
#4
01/11/2005 (8:22 am)
Thanks, EdM, nice to know of that method.

I've been moving PENs by mounting them via ShapeBaseImageData which seems to be the most flexible approach.