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Changing falloff curve in 3D mixer
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Changing falloff curve in 3D mixer


  • Subject: Changing falloff curve in 3D mixer
  • From: "Timothy J. Wood" <email@hidden>
  • Date: Fri, 13 Sep 2002 15:40:23 -0700

(please be gentle, I'm no audio expert :)

The game I'm working on uses an audio library on Win32 that is able to set the falloff of the volume. They give a min distance and a volume. At or below that min distance the volume is played at the given volume. At 2*min distance the volume is halved, etc.

Ignoring the fact that they give me a volume to start with, I don't see a clear way of setting the relationship between distance, nominal gain and perceived loudness in CoreAudio. There is 'kAudioUnitParameterUnit_MixerFaderCurve1' that makes me think that there might be a way, but I'm not sure that this is applicable and I don't see any parameter or property that uses this unit designation.

Is it possible to do this with the 3D mixer? Is there documentation that I should look at? Most of the documentation about the various parameters and properties is pretty terse. It would be really nice if there was some documentation on the 3D mixer that gave at least a basic overview of the various spatialization algorithms, the math behind them and properties that can be used to control the results.

Right now I'm adjusting the gain myself and then setting all sounds at distance 1.0. Clearly this will prevent doppler from working and will also probably mess up the higher quality spatialization algorithms.

Thanks!

-tim
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