Re: 3D Mixer + Vector Based Panning
Re: 3D Mixer + Vector Based Panning
- Subject: Re: 3D Mixer + Vector Based Panning
- From: William Stewart <email@hidden>
- Date: Fri, 9 Dec 2005 14:11:07 -0800
Firstly,
Have you looked at the OpenAL API - that is generally the sound
services games use to accomplish this, and on X this is fully
implemented and supported by CA APIs (including the 3DMIxer)
If you want to manage this yourself, then you can. The OpenAL code is
also available as open source - http://www.openal.org and this is a
great way to learn how to use the mixer, how to set and manage the
formats you provide and manipulate spatial locations, etc.
Bill
On 09/12/2005, at 5:38 AM, Mark Coniglio wrote:
I am using the 3D Mixer to output to a quadraphonic sound system.
What I'm looking to do is to give the appearance that the sound is
moving through the space.
Is the kSpatializationAlgorithm_VectorBasedPanning the best
algorithm to use for this? I definitely works, and the azimuth
input rotates the sound around the speakers, but I'm curious if the
distance and height parameters are actually used by this algorithm.
It would seem if the distance is 0 (i.e., the sound is at the
center point between all for speakers), the sound should appear at
equal volume on all four speakers -- but that isn't the case -- it
appears as only two, based on the azimuth.
Also, is there any way to feed a monophonic sound into the mixer?
Right now, I have to run the audio from an Sound File Player
through an audio converter or I get a crash. But it ends up with a
stereo sound, which again ends up at two speakers instead of one.
Even panning the sound hard left or hard right results in the sound
appearing on at least two speakers.
Any tips or thoughts about how to accomplish my goals would be very
much appreciated.
Best Wishes,
Mark
--
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Mark Coniglio, Artistic Co-Director | email@hidden
Troika Ranch Dance Theater | http://www.troikaranch.org
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