Re: 3DMixer - Observations and Suggestions
Re: 3DMixer - Observations and Suggestions
- Subject: Re: 3DMixer - Observations and Suggestions
- From: Brian Barnes <email@hidden>
- Date: Mon, 21 Oct 2002 10:24:43 -0400
John Lazzaro wrote:
Brian Barnes <email@hidden> writes:
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.
I'd suggest reading:
http://interface.cipic.ucdavis.edu/PAPERS/Brown1997(Efficient3dHRTFModels).pdf
It's quite short and to the point, and shows another take on what
to do for 3-D when you're very cycle-constrained. I implemented
this as sfront's implementation for Structure Audio's spatialize()
command, and was quite happy with it. The paper above is short
and to the point, a more theoretical (and longer) version is:
http://interface.cipic.ucdavis.edu/PAPERS/Brown_Duda98.pdf
My point is that I want to use Apple's 3DMixer (instead of doing it
myself) because it gives me automatic support
for things that I don't want to support (like 5:1 setups and such) and
will scale with time (64-bit version :) ) without
having to update my game.
I like the idea of giving the user the ability to choose their spatial
method -- you have some hot new machine (970 :)
OK, I'll cut it out!) then you can set some prefs and crank it up to
something good. Otherwise, you can do just easy
panning which has to be an option, because you need the almost no-load
panning on lower end machines.
It's just that 3DMixer has a lot of overkill for games.
[>] Brian
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