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Re: 3DMixer - Observations and Suggestions
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Re: 3DMixer - Observations and Suggestions


  • Subject: Re: 3DMixer - Observations and Suggestions
  • From: aNt <email@hidden>
  • Date: Sun, 20 Oct 2002 21:02:07 +0100

I would have to second this.. Brian is bang on..

> First off, I understand the complexity of these operations and all the
> work that's gone into it ... but ...
>
> The 3DMixer AU is going to go the way of SoundSprocket. It uses up way
> to much CPU time, and therefore won't get used in games, which is
> probably the biggest market for such an AU. I had to remove it from
> dim3 because it killed my frame rate.
>
> What I'm doing now is taking mono samples in the input callback,
> expanding them to stereo and multiplying in a simple left/right volume
> (calculated previously from the distance + angles to sound from
> listener.) Yes, this is about 1000x simpler than what 3DMixer is
> probably doing, but it's good enough for games.
>
> Here's my suggestions. Give me another spatial settings, one for "Dirt
> Simple Panning" (ok, pick a better name.) Therefore, I can ship the
> game with this as the default, and somebody with either hardware
> acceleration or a better machine can change the prefs to use something
> better. This way, I can still preserve 5:1 support (which mine does
> not do) and other complicated things, but still have one path.
>
> Also, I'd like another distance calculation where I just give it a
> float between 0 and 1. 0 is standing right next to the sound, 1 is at
> the edge where you can't hear. i.e., a volume of the sound. The
> current "distance" for the 3DMixer seems a bit arbitrary and it's hard
> to relate that to game units (or any other units). I understand what
> my max sound distance for a source and my distance to the source is, so
> it's easy for me to represent it that way.
>
> I'd really like to use the 3DMixer, but as it stands, I can't.
>
> [>] Brian
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References: 
 >3DMixer - Observations and Suggestions (From: Brian Barnes <email@hidden>)

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