New OTA Sounds project - Page 3

New OTA Sounds project

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

User avatar
VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

[quote="L0223R"]Ahem, there is a problem that needs solving.

And to prove we only need mono sounds, you only have one mouth![/quote]
OMG !
He convinced me :!:
VonGratz
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Peet wrote:Except for the fact that multi-channel samples don't exactly work with a positional audio system :wink:
Why not... have you ever put your TV to mono, and then moved in your house and do you still hear its mono? yeah, it still sounds mono even when you move in your house... when you put it to stereo, it sounds much more natural.
User avatar
L0223R
Posts: 58
Joined: 03 Jan 2007, 21:47

Post by L0223R »

Built in sound FX is still the best and most flexible solution, i thinks. not stereo voices.

Anyway i managed to get the sounds working, i had to convert them to 16 bit, this means the size of otacontent.sdz is now 16mb, which isnt too bad i dont think.
Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Post by Auswaschbar »

TradeMark wrote:
Peet wrote:Except for the fact that multi-channel samples don't exactly work with a positional audio system :wink:
Why not... have you ever put your TV to mono, and then moved in your house and do you still hear its mono? yeah, it still sounds mono even when you move in your house... when you put it to stereo, it sounds much more natural.
when you see (hear) a car driving from the left to the right side of your tv, its actually one channel car driving sound moving fron one side of the camera to the other. Same like in spring: Units have one channel sound which has a relative position to the camera (so OpenAL can devide where the sound is played (front, rear, left, ...)).
OpenAL documentation wrote:Buffers containing audio data with more than one channel will be played without 3D spatialization features ├óÔé¼ÔÇ£ these formats are normally used for background music.
User avatar
L0223R
Posts: 58
Joined: 03 Jan 2007, 21:47

Post by L0223R »

New otacontent.sdz is on unknown files now! DL into your /Base folder!

Image
Post Reply

Return to “Game Development”