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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)3D sounds using 2D playback...
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TeaAndBiscuits
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« on: May 03, 2009, 11:39:17 AM »

Hello!
You may be wondering why I want to have 3D sounds but use 2D playback. For my game I want sound to propagate around corridors so that the player may follow the sound back to its source. I could use built in 3D sound playback BUT I am just fighting against existing features like roll-off and volume by calculating and setting them manually. It seems to me that as I need to calculate these anyway I would be better off manipulating the 2D sound settings.

So using 2D playback to simulate 3D I will do the following: set the pan of the sound as I move around and adjust the volume depending upon my distance from the source.

Short question. Am I missing anything? Or will this be enough? I have no audio theory under my belt so any suggestions of any type welcome  Beer!

-T&B

P.S. A little extra info I am using irrKlang for my sound playback.
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Rob Lach
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« Reply #1 on: May 03, 2009, 05:21:22 PM »

By 3D sound are you referring to playing sound on more than left/right channels? If so, then what you are asking is irrelevant.

Most audio frameworks have a disconnect between how audio is represented within the game and actually played. What you are planning to do is program what sits between the game representation and playback, which is exactly what audio frameworks already do with the position/roll-off/etc. settings you'd be setting.

Most frameworks handle the number of speaker channels automatically, and if I remember correctly irrKlang handles this automatically.

Anyway, I don't really know what you'd gain from doing all that manually. If you set your values properly it should play properly no matter how many speaker channels you have configured, with the bonus that you'll be able to have proper 3d sound past 2 speaker channels.
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