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Author Topic: Can't get directional sound working  (Read 1235 times)
rvhaasen
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« on: October 23, 2006, 02:01:58 pm »

The soundsource is always omnidirectional, no matter how i define the sound direction and cone-angle  sad
I want to simulate a worldspace fixed directional sound.
 
I use one of the latest svn snapshops, compiled for WinXP
The updating of the sound is done as follows:

Code:
  csVector3 worldPos(70.0f, 20.0f, -3.3f);
  csVector3 pos = view->GetCamera ()->GetTransform ().Other2This (worldPos);
  sndsource3d->SetPosition (pos); // sndsource3d is a iSndSysSourceSoftware3D interface
  csVector3 worldDir(0.0f, 0.0f, -1.0f);
  pos = view->GetCamera ()->GetTransform ().Other2ThisRelative (worldDir);
  sndsource3d->SetDirection (pos);
  sndsource3d->SetDirectionalRadiation (3.14f/20.0f);
The position is updated properly, only the directional part does't work

Another thing i noticed is that the sound is not "muted" when the distance of the sound is larger than the distance specified with sndsource3d::SetMaximumDistance()

comment from ss_source.h:
Code:
 
/**
   * Set the greatest distance from a sound at which the sound can be heard.
   * If the distance to a listener is above this threshold, it will not be
   * mixed into the output buffer at all.  This saves a tiny bit of processing.
   */

Another comment in ss_source.h says:
Code:
 
/**
   * Set the greatest distance from a sound at which the sound plays at full
   * amplitude.
   * When a listener is closer than this distance, the amplitude is the volume
   * of the sound.
   * When a listener is further than this distance, the amplitude follows the
   * formula V = (volume / ((distance/minimum_distance) ^ rolloff_factor))
   */
  virtual void SetMinimumDistance (float distance) = 0;
This seems to work, however I can't find a method to change the rolloff_factor sad

does anyone know how to do these things right?
Rick
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