Game Development Community

Audio is IMPORTANT - I need a full feature list!

by Nicolai Dutka · in Torque Game Engine Advanced · 07/19/2009 (10:42 am) · 5 replies

Why is there no specific categories in the official documentation JUST for Audio? Audio is an art, but there is NOTHING in the 'Artists' category about audio. There's very little in the 'Scripters' category, and almost nothing at all in the 'Coders' category.

The ONLY info that I could find that was of ANY value at all was this:
tdn.garagegames.com/wiki/Audio

There are only 4 links on that page. 1 is blank and 2 others are just for scripters telling us how to implement some audio, but even those are VERY incomplete!

The only one that was helpful at all was the 'VMPlayer' section.


My audio studio is requesting a comprehensive list of "What the Engine can do" as far as audio. They specifically requested a bullet point list of every feature available in the engine, how it all works, etc, etc. The more info I can get the better.

#1
07/19/2009 (1:34 pm)
Recently found myself in a quest for info on the tgea audio system too.

Besides the page you mention at tdn, there is also this one: SFX Overview.

And if you have the old PDF from E. Maurina "Essential Guide to Torque" (from before his books), you'll find some info on audio emitters, complementary with the -concise- rest.

Edit: Btw, the VMPlayer section is not really useful for TGEA as afaik, that resource has not been ported yet from tge.

Edit 2: For those interested, I linked the SFX Overview page from the Audio/Getting Started TDN page.
Also expanded a bit the SFX Overview with info scattered thorugh the forum.
#2
08/28/2009 (5:07 pm)
Well maybe we can go through it here on this thread. I need some help understanding how the SFX works too. I need help confirming a complete list of features for a SFXDescription.

Here's my list so far :

SFXDescription
volume
type
channel
isLooping
LoopCount
MinLoopGap
MaxLoopGap
isStreaming
is3D
ReferenceDistance
MaxDistance
ConeInsideAngle
ConeOutsideAngle
ConeOutsideVolume
ConeVector

Are their more available depending on the provider?
#3
08/31/2009 (5:57 am)
If you own Maurina's book, has been integrated into the torque documentation. Just open your torque documentation and search for AudioEmitter to get a list of various fields applicable to it together with their description.

No examples though if thats what you're after :P I guess you could search the scripts for instances of sfxplay sfxprofile etc.
#4
08/31/2009 (11:30 am)
Really? Scripts where? most of the functions have no examples. and half the SFX functions havent been completed. Case and point the Thoera instance. There is apparently alot of functionality with SFX, but there is little or sparce documentation for those that dont have source( like a studio for example). My sound engineer asked the exact same question. He isnt a programmer either and has no way even if he did have access to source to be able to understand what the SFX can or cant do. I think there are a few of us that has stated as much.

Apparently there is some progress with the new T3D, that does have some TGEA related fixed for SFX. But until we see it officially outside the beta and see some official updates with the documentation. Refer to my profile for SFX issues in my posting.
#5
08/31/2009 (1:00 pm)
Edward, thanks for posting

Dreamarvel, thanks for the Tip on searching Audio Emiitter in the docs I was always searching for SFXEmitter or SFXDescription so now I found the tables created in the TGEA docs.

While the tables I found in the TGEA docs are a good stating point I need allot more info per feature / line item. Ideally a working script example would also be available.