Oh so I can just during initialization or in update just put something like:
AL_MAX_Distance = 20;
AL_Reference_DIStance = 5 and this would adjust sound for me.
And what about ROLLOFF Factor?
Search found 20 matches
- Mon Apr 20, 2020 4:22 am
- Forum: Game Development
- Topic: openAl sound
- Replies: 37
- Views: 75586
- Sun Apr 19, 2020 9:57 pm
- Forum: Game Development
- Topic: openAl sound
- Replies: 37
- Views: 75586
Re: openAl sound
I am wondering is there a way manually attune the distance model. When bot car in close vicinity accelerate it seems too silent or weak.
- Thu Apr 16, 2020 9:41 am
- Forum: Game Development
- Topic: openAl sound
- Replies: 37
- Views: 75586
Re: openAl sound
There is no multithreading. I just made frame counter and put it into update function so after around 100 frames when all vehicles are there counter stops and then all sources are generated exactly once using some bool variable. and then Update function starts working normally. like I have now all i...
- Thu Apr 16, 2020 6:56 am
- Forum: Game Development
- Topic: openAl sound
- Replies: 37
- Views: 75586
Re: openAl sound
It turns out that vehicle list on moment of initialization of sound system is empty. Vehicles generated after Sound system is initialized. So I ve made it to wait for few seconds. Now it seems it's all there. Thank you could not have figured with out your help. Now I just need to do attunement. As I...
- Wed Apr 15, 2020 5:05 am
- Forum: Game Development
- Topic: openAl sound
- Replies: 37
- Views: 75586
Re: openAl sound
It's not that It's somehow do not recognize it as source no matter what I do. My last attempt : in initialization function auto vehicles = getEngine()->getSubSystem<EngineStore>()->getRoot().getComponentsOfType<Component::Vehicle>(); for (auto& vehicle : vehicles) { if (vehicle->type == Componen...
- Wed Apr 15, 2020 1:38 am
- Forum: Game Development
- Topic: openAl sound
- Replies: 37
- Views: 75586
Re: openAl sound
I am running into an issue in our vehicle class I ve put ALuint aiSource. In initialization function I ve put: for (auto vehicle : vehicles) { if (vehicle->type == Component::Vehicle::Type::Player) { continue; } ALuint source; alCall(alGenSources, 1, &source); alCall(alSourcef, source, AL_PITCH,...
- Tue Apr 14, 2020 9:45 am
- Forum: Game Development
- Topic: openAl sound
- Replies: 37
- Views: 75586
Re: openAl sound
Oh so instead of calculation relative position between vehicle player and some car source(where car is relatively to listener) I can just put listener position and source position.
- Tue Apr 14, 2020 8:00 am
- Forum: Game Development
- Topic: openAl sound
- Replies: 37
- Views: 75586
Re: openAl sound
Ahh not sure how, should I combine velocities somehow?
- Tue Apr 14, 2020 5:20 am
- Forum: Game Development
- Topic: openAl sound
- Replies: 37
- Views: 75586
Re: openAl sound
And if listener moving with some velocity should I account for that?
- Sun Apr 12, 2020 10:48 pm
- Forum: Game Development
- Topic: openAl sound
- Replies: 37
- Views: 75586
Re: openAl sound
I know I am a little bit ahead on your articles. I am wondering what I should look for when I am making audio sources move?