Re: Core Audio for a Game Engine
Re: Core Audio for a Game Engine
- Subject: Re: Core Audio for a Game Engine
- From: David Duncan <email@hidden>
- Date: Wed, 20 Aug 2003 11:24:52 -0400
On Wednesday, August 20, 2003, at 11:04 AM, Howard Moon wrote:
Pitch is harder as I don't believe
there is a built in pitch changer audio unit (and on such a unit you
would just change a parameter on it and feed it's output to the
mixer).
Yeah, that's why Core Audio baffles me. Pitch changes are a
fundamental
part of any game's audio system, yet there doesn't appear to be any
way to
do it in Core Audio.
Pitch changes in games are changes to settings in tone/signal
generators. You specify a pitch in the API call for generating the
note. This is VASTLY different from changing the pitch of audio that
is being fed into an effect. Pitch change is VERY difficult to
achieve, at least with any quality. Generating different tones is
easy (at least in some API's), although I daresay I have no idea how
to use CoreAudio to generate sound (aside from calculating and
outputting the sample values themselves).
That's the question that you need to ask..."how do I GENERATE
different tones, and different waveforms (sine, square, etc.)".
There is also the case of simply wanting to slightly change the pitch
of a sound to avoid overlapping reinforcement (which sounds really
unnatural). Basically just think of any repeating sound. If each sample
sounds the same, then it sounds really unnatural and sometimes two
sounds happen to play at the exact same time and it sounds like one
really loud sound instead of two independent ones. Typically in a game
the quality isn't a particular concern and the most common method is
just an sample skip/interpolate method
--
Reality is what, when you stop believing in it, doesn't go away.
Failure is not an option. It is a privilege reserved for those who try.
David Duncan
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