0
0

From the docs for Channel::set3DOcclusion:

With EAX based sound cards, or I3DL2 based hardware accelerated voices, this will attenuate the sound and frequencies. With non EAX or I3DL2 harward accelerated voices, then the volume is attenuated by the directOcclusion factor.

It seems we’re getting the volume attenuation on the 360. Is that to be expected? Is it possible to get sound and frequency attenuation on the 360 or does the 360 hardware simply not support it?

Thanks,

Ryan.

  • You must to post comments
0
0

Hi, currently it is probably because it is using fmod’s software mixing engine. I might in the future add the lowpass filter in there to do the required occlusion filtering.

  • You must to post comments
0
0

[quote="brett":ishurhyk]Hi, currently it is probably because it is using fmod’s software mixing engine. I might in the future add the lowpass filter in there to do the required occlusion filtering.[/quote:ishurhyk]

Hi, Brett,

(Ryan works for Irrational in Australia, and wrote the code to integrate FMOD’s occlusion stuff into our engine. I thought I’d follow up to his post.)

We are using the software mixing engine, for the standard reasons. I’ve been talking to our audio director, and she’s really, really wanting to do lowpass filtering on occluded sounds. How much work would this be to add in, and is there any chance we could get you guys to implement it anytime soon? Our game occurs indoors, and the lowpass filtering is almost a necessity for us.

I’ve been thinking about how it could be implemented, and I was wondering if sounds can be moved from one channel to another while the sound is playing. Can this be done?

Of course, the ideal place to put this is inside FMOD Ex’s occlusion code, which is why I’m hoping you guys can implement this…. :-)

Cheers,
Mike

  • You must to post comments
0
0

if you’re using the low level engine you can just use channel->addDSP if you want.
I’m not sure what ‘moving a sound from one channel to another’ has to do with occlusion, but just stop the channel the play the new sound. The channel is not really relevant, because every time you play a sound it resets the channel anyway.

  • You must to post comments
0
0

[quote="brett":1mvr07x9]if you’re using the low level engine you can just use channel->addDSP if you want.
I’m not sure what ‘moving a sound from one channel to another’ has to do with occlusion, but just stop the channel the play the new sound. The channel is not really relevant, because every time you play a sound it resets the channel anyway.[/quote:1mvr07x9]

Hmm, maybe we’re talking about two different things here.

In our scenario, we might have 20 sounds playing in the level, some occluded from the listeners position and some not occluded. We’d need to apply the lowpass filter to the occluded ones, but not the others. Is there a good way to to this without puttting a DSP filter on each sound?

I was asking about moving sounds from one channel to another because I thought that I could create two channels, one with a lowpass filter on it and the other without, and then play sounds on the appropriate channel based on whether or not they’re occluded. The issue I’m trying to address is that we sometimes have long duration sounds that loop, and when the player is walking around, the sound may become occluded, then become nonoccluded, then become occluded again, etc. I’m not sure how to handle this using FMOD’s functionality.

  • You must to post comments
0
0

[quote="mjames":zmsw4ltf][quote="brett":zmsw4ltf]if you’re using the low level engine you can just use channel->addDSP if you want.
I’m not sure what ‘moving a sound from one channel to another’ has to do with occlusion, but just stop the channel the play the new sound. The channel is not really relevant, because every time you play a sound it resets the channel anyway.[/quote:zmsw4ltf]

Hmm, maybe we’re talking about two different things here.

In our scenario, we might have 20 sounds playing in the level, some occluded from the listeners position and some not occluded. We’d need to apply the lowpass filter to the occluded ones, but not the others. Is there a good way to to this without puttting a DSP filter on each sound?
[/quote:zmsw4ltf]

Yes use ChannelGroups. There are examples called channelgroups and submixing which use these.

[quote:zmsw4ltf]
I was asking about moving sounds from one channel to another because I thought that I could create two channels, one with a lowpass filter on it and the other without, and then play sounds on the appropriate channel based on whether or not they’re occluded. The issue I’m trying to address is that we sometimes have long duration sounds that loop, and when the player is walking around, the sound may become occluded, then become nonoccluded, then become occluded again, etc. I’m not sure how to handle this using FMOD’s functionality.[/quote:zmsw4ltf]

Channelgroups

  • You must to post comments
Showing 5 results
Your Answer

Please first to submit.