In Wulfram, there are things happening on your vehicle and of course all over the map too. When there are sounds going off on the vehicle, I sometimes still use 3D sounds to indicate their position.
Typically I just update their position with slight offsets to the observer position, and the velocity I set the same to the observer velocity.
This happens once a frame.
The internal hum of the tank is a repeating sound, in hardware. When I stay still, there are is no clicking noise… But when the vehicle (plus observer) starts moving, I hear faint noise artifacts in the engine sound. They go away when the vehicle stops moving a lot.
Beyond just using 2D sounds for cases like this (which I don’t like to do because it special cases the sound, and I don’t like special cases), is there something else that I should do?
I’m testing this with a sound blaster audigy (1), with reasonably recent drivers. I’m guessing I’m not quite doing something right because well, I never do anything right. 😉
- Squishy asked 15 years ago
Don’t know for sure, but I don’t think this is it. I’m dumping out the values at each frame cycle and the coords match the listener coords exactly. I mean… that’s not so hard to get right. I’ve set the positional engine noise offset to 0… so it’s directly where the listener is. No change in the artifacts.
I guess I’m going to try to reproduce it in some sample code. Shouldn’t be difficult to do.
Just to see if there was much (or any) influence on the noise, I also tried to not modify the orientation vectors… that didn’t seem to change antyhing.
Okay more information…
I accidentally bought a USB headphone/mic thingy thinking it would somehow work together with my Audigy setup (given the ton of IO interfaces that that thing has)… but I was mistaken.
The upshot of this is that I can test against software only mode (because well — the USB device has like 0 3D hardware in it).
So the situation is, that in software mode there is no noise. When I use the audigy, and have it go into 3D Hardware buffers, we have (drum rolls please) noise & clicks.
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