Re: [Alephmodular-devel] Sound thoughts
Status: Pre-Alpha
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brefin
From: Br'fin <br...@ma...> - 2003-12-09 22:53:07
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On Dec 9, 2003, at 5:18 PM, Alexander Strange wrote: > > On Dec 9, 2003, at 7:03 AM, Br'fin wrote: >> You're probably right that more of the sound code needs to be >> encapsulated in general. Though I do believe I hit my initial goal >> which was to separate the game sound handling from the platform >> specific details. Adding both a play sound 2d(location) and an option >> for attaching effects/filters to a sound would definitely be neat. >> (play bullet sound next to ear, doppler shifted) > > CoreAudio's 3D mixer handles doppler effects already, but it still > holds for other things (making sounds echo in very large rooms). It might be appropriate to always have the filter anyways... since it lets AM specify.. play_sound n at x,y,z with echo(.3 sec) and doppler(velocity(x1,y1,z1)). And then the implementation code sets up the details for CoreAudio. >> I really don't know what's up with Quicktime and the AIFF music file >> that's not typed that way. It feels like there should be some way to >> peek and say: "You don't understand it? Well, treat this data as an >> AIFF." I don't generally see a problem with A1's music handling >> (Which CMusic_Carbon was adapted from.) And playing only AIFF files >> seems restrictive if/when we ever bring back in game music. >> >> -Jeremy Parsons > > There is a call NewMovieFromDataFork(); this might ignore filetypes. I can't remember if I tried something like that or not in my prior testing. I fought with things and tussled with things and eventually just implemented A1 style quicktime usage internally because I couldn't get any of the alternate ways to be recognized as a movie data. For instance, that call isn't quite clear on what formats of movies it expects to find. Like the AIFF reader may now be solely dependent on looking for file type/file extension and skipping any other recognizers that might be in a pure binary stream :/ -Jeremy Parsons |