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Rating: 3
sound issues #28869
06/14/04 20:33
06/14/04 20:33
Joined: Aug 2003
Posts: 50
Norway
anime Offline OP
Junior Member
anime  Offline OP
Junior Member

Joined: Aug 2003
Posts: 50
Norway

Hi..
I have posted some of these questiions about 3dGamestudio and sound before, but now that I use the new version 6.1 pro, I would be grateful to have them answered again. These are really the questions of my composer...
1. Does the software automatically spatialise the sound? e.g. if an object
is behind you, and that object has a sound attached to it, will the sound
be behind you? If so, what method does it use?

2. Does the software automatically include any filtering for distance
changes or a doppler effect for speed? (i.e. a simple room model?) Or does
it only change the volume of the sound as you get closer / further away?

3. Is it possible to add sound transformation effects in real time? I am
thinking mainly about simple things such as filtering, spatial motions,
pitch shifting? If it is possible, how is this implemented in the
software? (i.e. are there some pre-made scripts or chunks of code, or do
you need to ask the programmer to do it?).

4. Can we use mono, stereo, and multi-channel sounds? If we can use more
than mono, how does the software cope with the position of stereo or
multi-channel sounds (especially over a multi-channel speaker set-up).


6. Is there a maximum duration to any one sound before it has to be looped?

7. Can sounds be looped on one occasion, and played once through on
another occasion by the rule used in that specific context?

8. Is there a maximum number of sounds that can play at any one time?

9. Is there a maximum number of sounds that can be accessed on each
'level' in the game?

10. I understand that sounds can be attached to objects. But did we work
out that sounds can also be attached to zones on the level?

11. When the software changes the volume of the sound depending on how
close you are to the object, I seem to remember that we specify the volume
range - i.e. the max and min volume that that sound can be. But can we
specify the distance from the object that the sound is at its maximum or
minimum?

Re: sound issues [Re: anime] #28870
07/02/04 14:12
07/02/04 14:12
Joined: Jun 2004
Posts: 16
J
joek1010 Offline
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joek1010  Offline
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J

Joined: Jun 2004
Posts: 16
Quote:

2. Does the software automatically include any filtering for distance
changes or a doppler effect for speed? (i.e. a simple room model?) Or does
it only change the volume of the sound as you get closer / further away?





According the A6 Features list the engine does include doppler.

Quote:

10. I understand that sounds can be attached to objects. But did we work out that sounds can also be attached to zones on the level?




Have you tried adding a sound using the wed? (Object - Add Sound) Or, if not you wed you could probably write a short piece of c-script code that could turn a sound on when the player/camera got close enough to a certain point.

Hope that helps. Sorry I cant answer any of the others.

Re: sound issues [Re: anime] #28871
07/02/04 15:26
07/02/04 15:26

A
Anonymous
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Anonymous
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3DGameStudio uses DirectSound 8.1 for audio processing, so no matter what sound card you have and no matter if you have a 2, 4, 5.1, 6.1, or 7.1 surround sound speaker system, DirectSound will do the audio processing through the sound card, then you will hear it directly through the speakers.

About the filtering...if you mean a cutoff frequency and resonance like for example:

DirectSound doesn't have that capability in DirectX. But if you mean the doppler effect, then yes. 3D GameStudio supports it.

About the effects...although DirectSound does have effects like WaveReverb, Gargle, ParamEQ, Flanger, etc., 3DGS doesn't have it in C-Script. You will have to have a working knowledge of C++ and DirectX 8.1, and program your own DLL that can allow C-Script to call out the effects from C-Script. But for me, I'm not a very good C++ programmer; it's hard for me

And, the number of sounds you can play are dependent in what CPU you have and how many voices a sound card can play in DirectSound mode.

Last edited by Grayson Peddie; 07/02/04 15:40.

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