Re: [Super-tux-devel] stereo sound patch. Stereo effect issue
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From: Tobias <tob...@gm...> - 2003-12-29 00:11:12
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I agree with all Duong-Khang said. :) Why? The results convinced me. ;) That's real stereo man. Greetz... Tobias Gläßer ( And no, I haven't a Home Threater System :( *cry ) Am So, den 28.12.2003 schrieb Duong-Khang NGUYEN um 19:01: > > Duong-Khang NGUYEN <neo...@us...> writes: > > > 2. Adds: Stereo sound effects. In "gameloop.c" the kicked laptop now > > > produces stereo sound depending on the position of SuperTux > > > > I don't think that the position of Tux itself should be used for > > calculating the sound position, but instead the center of the > > screen/camera. After all the view of the player and Tux are not really > > the same, even so there are pretty close most of the time. > > I don't agree with your opinion since in SuperTux, you have your eyes stuck on > Tux and it makes sense to calculate the sound panning from the tux's > position. Just imagine that you have your Tux at the left hand side on the > screen and there's a bad guy at your right hand side. However since the bad > guy is in the left half of the screen you play the sound at the left speaker > (IOW, all the panning effects to the left). The sound let you think that > there's another bad guy who is coming from the left of Tux whereas the bad > guy is just there at your right hand side. It will lead to confusion I think. > > > > 3. Changes: "play_sound( Mix_Chunk * snd)" > > > now is "play_sound( Mix_Chunk * snd, enum Sound_Speaker whichSpeaker > > > )" where whichSpeaker is > > > SOUND_CENTER_SPEAKER, > > > SOUND_LEFT_SPEAKER, > > > SOUND_RIGHT_SPEAKER > > > > Why limit the sound to just three enums? Wouldn't it be better to have > > a play_sound(Mix_Chunk* snd, float pos) and thus allow sound to be > > positioned exactly, instead of being one speaker or the other > > Why only three enums ? It's because the others are NOT really useful. Here are > the reasons: the panning effects are simulated by manipulating the left and > the right channel volumes. If you give the left volume 60% and the right > volume 40% of the total volume power in order to "position" exactly the > effects, the sound produced is not that stereo. In addition, with the music > turned on, you won't be able to distinguish obviously the effects. I've just > unplugged my laptop from the Home Threater System to test this and the > effects are nearly unrecognizable. > > > (center > > will never be reached, since tux_x won't be equal to bad_guy_x in > > practice)? > > Yes, but hardly. I didn't compare "tux_x" and "bad_guy_x" but "tux_x + > scroll_x" and "bad_guy_x". I think I'll put some toleration or interval for > the center panning to improve it. > > I think you have some confusion between the sound panning effects and the > sound's attenuation effect. In fact, the sound panning plus the sound's > attenuation can help simulating the sound position. Currently, there's only > sound panning implemented. Maybe I'll combine the sound's attenuation effect > in the near future ... > > > -- > > WWW: http://pingus.seul.org/~grumbel/ > > JabberID: gr...@ja... > > ICQ: 59461927 -- |