single sounds coming from two different points?Peet wrote:Why would it? There's no reason for a sound coming from a single point to be stereo :\
New OTA Sounds project
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Which would be the doppler effect and, done with a single sound in stereo, would be much less realistic than letting the engine increase and fade the sound as the plane went by. Basically something that can be done with one sound, from one point, and should be.VonGratz wrote:For example, a plane crossing through your view from West to East.smoth wrote:there are reasons for stereo sounds. I am tired but yeah there are reasons.![]()
VonGratz
as if id be foolish enough to put it in stero... (it may be good for some sounds eg music clips, but thats not in TA)(yet)

so why doesnt it work?
really, the only difference (in the file format) between these and the old sounds is that these are 44.1khz.
Maybe spring support 8bit@11khz or 16bit@44khz? (not 8bit@44khz)
Ill just try that

so why doesnt it work?
really, the only difference (in the file format) between these and the old sounds is that these are 44.1khz.
Maybe spring support 8bit@11khz or 16bit@44khz? (not 8bit@44khz)
Ill just try that
Last edited by L0223R on 04 Jul 2007, 23:43, edited 1 time in total.
Why i cant believe that :/ Stereo somehow always sounds more real, even when it comes from some point like in this game... it just adds more deepness to the sound... the other channel needs to sound just a bit different, and its more realistic then... But when you just vary the sound volume, it doesnt sound so real, because those both channels gives same sound, but in different volume.Peet wrote:Why would it? There's no reason for a sound coming from a single point to be stereo :\
You don't need stereo sounds for spring. Actually most 3D games use mono sounds for ingame sound effects. Non-positional sound effects should make use of stereo of course.
Last edited by rattle on 04 Jul 2007, 19:49, edited 1 time in total.
I can record stereo sound from anything, the space where you talk makes the two channels differ a bit, even when you just have one mouth...L0223R wrote:Ahem, there is a problem that needs solving.
And to prove we only need mono sounds, you only have one mouth!
So if we want realistic sounds we should calculate the sound wave reflections from terrain etc... but thats just too hard :D and doesnt make it sound so cool, because at open terrain all sounds sounds a bit odd... like mono... but with some echo sounds it sounds more realistic, when all the explosions etc will make echo depending of the terrain shape, that would be cool ;O If we did that, we need something like "echo path calculations" at the loading screen, lol. Would take ages to calculate the echo patterns for each position :P
RE: Trademark
could just add a (small) bit of reverb, should work in most situations. I actually did this to many of the BA sounds. the thing is it doesn't always sound good, the amount needed varies depending on the sound (explosions need more, for example) which is why i haven't done the whole batch
Edit: Stereo takes up 2x as much memory anyway.
RE Eaglebird
i shouldn't think its the bit rate either as its the same as the originals.
Strange thing is though, i tested it on speedball (very small map ) and I'm sure I could hear sounds being played by the AI units across the map. very quiet of course, but since my own units were making no noise it was noticeable. It might be worth noting that i was playing core, AI was playing arm
could just add a (small) bit of reverb, should work in most situations. I actually did this to many of the BA sounds. the thing is it doesn't always sound good, the amount needed varies depending on the sound (explosions need more, for example) which is why i haven't done the whole batch
Edit: Stereo takes up 2x as much memory anyway.
RE Eaglebird
i shouldn't think its the bit rate either as its the same as the originals.
Strange thing is though, i tested it on speedball (very small map ) and I'm sure I could hear sounds being played by the AI units across the map. very quiet of course, but since my own units were making no noise it was noticeable. It might be worth noting that i was playing core, AI was playing arm
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...which, like i stated somewhere else, gives us the need for built in echo effects which can be defined by a value which is part of the map. (im thinking similar to a metal map, you can have an 'echo map').
its certainly true that a gunshot from a few metres will sound VERY different to a gunshot from several hundred metres and making a sound for every situation will be a waste of time. however, applying echoes to a lot of sounds uses up lots of cpu power.
its certainly true that a gunshot from a few metres will sound VERY different to a gunshot from several hundred metres and making a sound for every situation will be a waste of time. however, applying echoes to a lot of sounds uses up lots of cpu power.
I have a few different sounds that have echos with some mix of left and right channel. I like them very much.
Also, I am not sure if it is a certain way of saving the file.. but I have encountered more then once mono files producing sound only on the left or right of a unit.
however, Something like the bertha.. I really think it should have a stereo echo with NO middle channel echo There is nothing wrong with using the channels to make the player feel that a sound is all around them.
Also, I am not sure if it is a certain way of saving the file.. but I have encountered more then once mono files producing sound only on the left or right of a unit.
however, Something like the bertha.. I really think it should have a stereo echo with NO middle channel echo There is nothing wrong with using the channels to make the player feel that a sound is all around them.
