[Dir3d-l] Luxurious 3D sound
Nick Kang
nick at rasterwerks.com
Mon May 14 14:54:58 EDT 2007
> Lucas Meijer wrote:
> No dice :(.. I've tried all different bitrates mono/stereo settings I
> could think of, all different
> sounddevices, making sure that my sounds are longer than a second,
> making sure that the amount
> of samples in my sounds are a power of 2, and a lot more voodoo stuff
> that I found some people say
> that might or might not be completely bogus...
>
> I've also defenitely gotten less drops with >1 second footsteps, but I
> am very far away from accurate
> timing, and none of the samples getting the first part cut of.
>
> If anybody has managed this, I would love to take it for a spin.
I thought the footsteps in my game are okay
(http://www.rasterwerks.com/game/phosphor/beta1.asp). They're sets of 4 to 6
samples (switched on ground surface), triggered on camera "bounce" (sine
table), with an accumulated distance test to eliminate "mini-steps". I
haven't got around to periodically randomizing the sequence, but it seems
like a good idea. Richard at Soundsupport, iirc, had suggested this. But
the latency and timing I believe are acceptable.
Consider implementing some of your sounds using the DART OpenAL xtra (on
SourceForge). The latency and mix quality is excellent, so it should be a
good target reference for comparing a Director audio implementation. It has
its own problems though, output channels are tied to loaded samples, and in
the current binary, the channel count is capped at 30.
-nick
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