3D sounds are 2D
by Thomas Shaw · in Torque Game Engine · 06/30/2005 (12:36 pm) · 7 replies
Hey everyone. I put in some footsteps that I wanted to play as 3D (fade out as another player gets further from you) but what happens is that they play 2D instead. This is one of the datablocks:
Is it in the audio description? Where exactly can I find a list of all the different description types?
datablock AudioProfile(FootGravelSound5)
{
filename = "~/data/sound/gravel_footstep_05.wav";
description = AudioClose3d;
preload = true;
};Is it in the audio description? Where exactly can I find a list of all the different description types?
#2
And yes, we made the sound ourselves, and it is single-channel mono.
07/02/2005 (4:52 pm)
That doesn't really help much. I know how to make my own description, but regardless, that description up there should be a 3d sound, shouldn't it?And yes, we made the sound ourselves, and it is single-channel mono.
#3
07/02/2005 (5:03 pm)
Yeah, it should. I've had this problem too, but others who I've asked have never seen it.. so it might be hardware or OpenAL related. I really don't know. :/
#4
As Billy said you can find and make you own descriptions in server/audioprofiles.cs.
So I think maybe its just too low volume at that distance to hear?
Try change it to description = AudioDefault3d;
and use a louder&longer sound for testing.
07/02/2005 (5:52 pm)
Umm, If you know how to make your own description, then why did you ask "Where exactly can I find a list of all the different description types?"As Billy said you can find and make you own descriptions in server/audioprofiles.cs.
So I think maybe its just too low volume at that distance to hear?
Try change it to description = AudioDefault3d;
and use a louder&longer sound for testing.
#5
Aynway AudioDefault3d didn't do it for me.
The sound is on footsteps. When the AI is running by me I hear the sound when he gets in range, then it just stops when he is out of range. There is no variation in volume.
07/13/2005 (11:24 am)
I just wanted to know what descriptions already existed. Gosh is everyone here bitter about answering questions? If so why do you bother? Why question a statement I made? Just answer my question, or don't. Seems easy enough to me. This should be a professional messege board, not the penny-arcade or IGN forums.Aynway AudioDefault3d didn't do it for me.
The sound is on footsteps. When the AI is running by me I hear the sound when he gets in range, then it just stops when he is out of range. There is no variation in volume.
#6
But try with this datablock.
When the ReferenceDistance gets bigger like 10 you dont hear the distans and position updates so good.
So use AudioDescriptions with a small ReferenceDistance for sounds ,when you need to hear the exact distans or get the falloff to work really good.
07/20/2005 (1:43 pm)
Could be many reasons why this not working.But try with this datablock.
datablock AudioDescription(AudioClosest3d)
{
volume = 1.0;
isLooping= false;
is3D = true;
ReferenceDistance= 1.0;
MaxDistance= 30.0;
type = $SimAudioType;
};When the ReferenceDistance gets bigger like 10 you dont hear the distans and position updates so good.
So use AudioDescriptions with a small ReferenceDistance for sounds ,when you need to hear the exact distans or get the falloff to work really good.
#7
07/22/2005 (11:31 am)
I'll try this when I get back to the lab later tonight. In the meantime, do you think this could be an OpenAL problem? Wouldn't be the first time...
Torque 3D Owner Billy L
For the footstep sound , check so your soundfile is a single channel mono file.
othervise you dont hear the distans and direction.