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3DMixer - Observations and Suggestions
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3DMixer - Observations and Suggestions


  • Subject: 3DMixer - Observations and Suggestions
  • From: Brian Barnes <email@hidden>
  • Date: Sun, 20 Oct 2002 14:42:18 -0400

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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  • Follow-Ups:
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    • New synth available
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