Search found 128 matches
- Mon Apr 13, 2020 12:04 pm
- Forum: Game Development
- Topic: openAl sound
- Replies: 37
- Views: 54491
Re: openAl sound
There's a velocity vector for sources just like the position vector. If you set the position and velocity every frame to match the objects position and velocity, it will give you good results.
- Sun Apr 12, 2020 3:51 am
- Forum: Game Development
- Topic: openAl sound
- Replies: 37
- Views: 54491
Re: openAl sound
Next article is here https://indiegamedev.net/2020/04/12/the ... ng-sounds/
- Sat Apr 11, 2020 7:35 am
- Forum: Game Development
- Topic: openAl sound
- Replies: 37
- Views: 54491
Re: openAl sound
Well, for 3D sound, you can look into the positioning parts for the source. So each car is it's own source, and the source is positioned at different places.
That's really the best way to handle it. I will eventually write the next article to cover positioning.
That's really the best way to handle it. I will eventually write the next article to cover positioning.
- Fri Apr 10, 2020 12:21 am
- Forum: Game Development
- Topic: openAl sound
- Replies: 37
- Views: 54491
- Wed Apr 08, 2020 8:51 am
- Forum: Game Development
- Topic: openAl sound
- Replies: 37
- Views: 54491
Re: openAl sound
Hey it's me again. Now we want to make sounds from other cars(non players one) in our game. I am thinking to load each car with acceleration breaking and collision source sound like the one I made for players car and change and for each car volume based on distance from player car like the further ...
- Sun Mar 22, 2020 1:42 am
- Forum: Game Development
- Topic: The Last Boundary
- Replies: 9
- Views: 18760
Re: The Last Boundary
I've decided to sort of... put on pause the above, and just proceed with the introductory mission. If I polish this up I'm going to set it as a new demo, send it around, and see if people enjoy it. For that introductory mission; I've planned it all out in Trello. There's a lot I now need to translat...
- Sat Mar 21, 2020 10:04 am
- Forum: Game Development
- Topic: openAl sound
- Replies: 37
- Views: 54491
Re: openAl sound
If I understand correctly, you just want to loop a sound over and over? If it's not being streamed, you just turn looping on in the source:
Then when you play it as you've been doing, it will just keep repeating forever until you stop it.
Code: Select all
alSourcei(source, AL_LOOPING, 1);
- Wed Mar 11, 2020 9:13 pm
- Forum: Game Development
- Topic: The Last Boundary
- Replies: 9
- Views: 18760
Re: The Last Boundary
The idea behind the game is that it's a story-driven, event-based kind of a choose your own adventure deal. It never started off like that, but I found that it was the only way to accomplish the game ideas I had. Those big ideas basically boiled down to: Just about every Star Trek game is about pew-...
- Sat Mar 07, 2020 9:28 am
- Forum: Game Development
- Topic: making car horn
- Replies: 1
- Views: 10063
Re: making car horn
I edited your post for formatting. The first thing you want to do is move your initialisation of OpenAL Device and Context into your Initialise method. ALCdevice* openALDevice = alcOpenDevice(nullptr); if (!openALDevice) return 0; ALCcontext* openALContext; //ALCint* attrlist = new int[1,1,1,1,1]; i...
- Fri Mar 06, 2020 2:37 am
- Forum: Game Development
- Topic: The Last Boundary
- Replies: 9
- Views: 18760
The Last Boundary
I am beginning now to work on a game I never finished that I really wanted to. The Last Boundary.
I'll post updates here as I go.
I'll post updates here as I go.