Re: [GD-General] Sound Attenuation in Games
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From: <phi...@pl...> - 2002-10-24 16:22:53
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In Kinetica we specified an inner and outer sphere. Volume fell off linearly between the two. However, Kinetica's a fantasy racing game, so the sounds weren't particularly subtle, and this simplistic method was enough for us. Cheers, Phil "Chris Cammack" <cl...@n-...> Sent by: To: <gam...@li...> gam...@li...urc cc: eforge.net Fax to: Subject: [GD-General] Sound Attenuation in Games 10/24/2002 07:37 AM What kind of attenuation information do designers typically get to specify when adding sounds to a game? Do you use one sphere or two? Do any of you allow boxes or more arbitrary shapes? Chris ------------------------------------------------------- This sf.net email is sponsored by: Influence the future of Java(TM) technology. Join the Java Community Process(SM) (JCP(SM)) program now. http://ad.doubleclick.net/clk;4729346;7592162;s?http://www.sun.com/javavote _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 |