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Can I do this….I would like to create an "it’s a small world" expoerience. Basicly I would like to run a 16 channel wave and have each channel routed to a different sound emitter in the game. For instance I might have a 16 channel wave that is split between 2 channels (stereo) of instrumental music and 14 channels of characters singing (each channel a different character). As the player progress’s through the level they would hear each channel fade in and out depending on the proximity of the player to the emitter. Voila…it’s a small world…can I do it…can i, can i?

side note: I know we can do a 2D version by usinf distance param’s but what I’d like to know is if this can be doen in 3D sound space…so you can tell the location of each "singer"

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Hi,
There isn’t a way to route different wave file channels to different emitters. You could get the effect you describe by using multiple wave files (say, one 2D instrumental track and 14 mono voice tracks), starting them all at the same time, and giving the voice sounds different 3D positions. However, to make sure they’re perfectly synchronised you would need to use the low-level API and Channel::setDelay.

Ben

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