Changing falloff curve in 3D mixer
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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