T3D1.1 beta 2 - Logarithmic Looping sound doesn't fade - RESOLVED
by Steve Acaster · in Torque 3D Professional · 08/05/2010 (11:18 am) · 5 replies
Originally reported here
T3D 1.1 beta 2
Windows 7 32bit
Issue
Looping audioEmitter sound does not fade with levelinfo->sound->soundDistanceModel set to Logarithmic. Plays like it's a 2D sound and not a 3D sound.
Repeat
Place looping3D audio emitter ingame with levelinfo->sound->soundDistanceModel set to Logarithmic. (might have to save and restart first)
Suggest
Make it fade out like it does in linear
T3D 1.1 beta 2
Windows 7 32bit
Issue
Looping audioEmitter sound does not fade with levelinfo->sound->soundDistanceModel set to Logarithmic. Plays like it's a 2D sound and not a 3D sound.
Repeat
Place looping3D audio emitter ingame with levelinfo->sound->soundDistanceModel set to Logarithmic. (might have to save and restart first)
Suggest
Make it fade out like it does in linear
About the author
One Bloke ... In His Bedroom ... Making Indie Games ...
#3
09/07/2010 (7:11 pm)
So it's an Fmod issue?
#4
Well, it's how logarithmic sound falloff works (not just in FMOD). The volume simply halves every min distance steps. Since with this model in a limited-precision environment the sound may reach zero volume only very, very far from the sound, the max distance settings acts as a limiter to distance attenuation. Usually this is implemented by the sound retaining its attenuated volume for any distance greater than max distance. DS is the only exception that I'm aware of that allows cutting sounds to zero volume at max distance in this model.
Much more than linear attenuation, logarithmic attenuation depends on good min and max settings.
09/07/2010 (7:24 pm)
Well, it's how logarithmic sound falloff works (not just in FMOD). The volume simply halves every min distance steps. Since with this model in a limited-precision environment the sound may reach zero volume only very, very far from the sound, the max distance settings acts as a limiter to distance attenuation. Usually this is implemented by the sound retaining its attenuated volume for any distance greater than max distance. DS is the only exception that I'm aware of that allows cutting sounds to zero volume at max distance in this model.
Much more than linear attenuation, logarithmic attenuation depends on good min and max settings.
#5
09/07/2010 (7:48 pm)
Ah ... gotcha. :)
Associate David Montgomery-Blake
David MontgomeryBlake