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


  • Subject: Re: 3D Audio Units -- Solved but mysteries remain
  • From: Bill Stewart <email@hidden>
  • Date: Fri, 18 Oct 2002 11:10:33 -0700

Brian

This is an area of the docs we should improve (I guess we'll need some
comments about the AU that we ship)... (I'm sure Chris will have some
comments)

Bill

on 17/10/02 9:45 PM, Brian Barnes wrote:

> 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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 >3D Audio Units -- Solved but mysteries remain (From: Brian Barnes <email@hidden>)

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