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3D Audio Units -- Solved but mysteries remain
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3D Audio Units -- Solved but mysteries remain


  • Subject: 3D Audio Units -- Solved but mysteries remain
  • From: Brian Barnes <email@hidden>
  • Date: Fri, 18 Oct 2002 00:45:07 -0400

Yes, my mail is getting a bit annoying :)

I've gotten it to work. Questions, though. For k3DMixerParam_Distance
I get a "real" range of about 0 to 40 (at 40 the sound drops off.) The
headers say 0->10000 (in meters). How does coreaudio determine the
scaling? All of my sounds seem to drop off at 40, but I don't want to
use this number randomly and find it changing in a future version.

What are the differences (in speed/quality) of the
kAudioUnitProperty_SpatializationAlgorithm types? (say, like HRTF,
etc.) Anything designed best for games (i.e., good speed w/ trade off
for quality?) And what's the default?

[>] Brian
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