Digital Paint Discussion Board
Development => Bugs, Feature Requests, and Feedback => Official Feature Votes => Topic started by: jitspoe on September 05, 2008, 12:04:21 AM
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I'd like to spend some time and make some really good use of OpenAL for this game. Some of the things that could get us:
- HRTF - where the sound is actually modelled like it's entering through an ear, so if you wear headphones you can pinpoint where a sound is coming from easily. Example: http://dplogin.com/forums/index.php?topic=5899.0
- Hardware accelerated mixing.
- Improved resampling.
- Doppler effects for moving objects
- Reverb (different echos depending on the environment).
- Occluded sounds (so somebody on the other side of a wall sound muffled instead of like he's right next to you).
http://dplogin.com/dplogin/featurevote/feature.php?id=10170
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+1! Even without the HRTF stuff (which I didn't know could be done in real-time >_>) better sound would be fantastic.
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It's done in hardware - something like the an X-Fi has close to the number of transistors of a Pentium 4. It filters the sound based on how sound enters your ear. Of course, it isn't perfect since everybody's ear is shaped differently, but it's a lot better than just putting sound in the left or right channel unfiltered.
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Aah, so it'd be a hardware thing. That's much more believable. I gotta get me one of those sound cards, I guess.
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I simulate how sound comes in through my ears by just unplugging the right speaker...
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would this perhaps fix the problem where i can hear the other team moving around their spawn from my spawn? or is that because the map was mirrored? either way it's annoying.
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I haven't exactly figured out what causes this. I'm thinking it may be issues specific to certain maps (it's pretty bad on shazam22). I don't think OpenAL will fix it.
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I have a hunch it is happening to maps that are mirrored on bsp editor. not sure how you would fix that.