RE: Sound

"Ken Noland" <[email protected]> Sun, 15 May 2005 16:47:52 -0400
Newsgroups gmane.games.devel.general
Message-ID <[email protected]>
Brian,

Thank you for your feedback! I just bought the book, so hopefully it
gets here in a few days.

I can't use quieter sounds simply because I'm mixing up to 32 sound
sources at once and if I reduce their volume to 1/32 the original then
the user would have to have their speakers cranked up.

I'll look into it some more and hopefully find a solution that will meet
the requirements.

Thanks again,
-Ken Noland



-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of
Brian Hook
Sent: Sunday, May 15, 2005 12:55 PM
To: [email protected]
Subject: Re: [GD-General] Sound

 On Sun, 15 May 2005 11:42:03 -0400, Ken  Noland wrote:
> Anybody know any good sound lists or really great articles on
> software sound mixing?

Try a good book on sound programming, several of them exist.  Off the 
top of my head is A Programmer's Guide to Sound by Kientzle.

> an addition to the two sound samples produces errors when the sound
> wraps around the limitations of a signed short.

Yes.  Welcome to sound programming =)

> Clamping that
> doesn't work either since sound is measured in a difference of
> samples.

Clamping doesn't work, period, since you end up clipping and 
introducing distortion as a result.

> Doing an average on the two sound samples causes sounds to
> be more quiet then they should naturally be, so is there a better
> way?

Well, an average is just doing the addition and then rescaling the 
results, which isn't always going to help you and just raises the 
noise floor.

There is no easy way around this.  It's a large, complicated topic, 
but the simplest answer (until you learn about the intricacies 
involved) is "use quieter sounds".  That way when you sum a bunch of 
them, they hopefully won't clip, but even that's not a guarantee.

Some fancier stuff mixes in floats and rescales on the fly, or applies 
real-time compression/limiting, but that starts getting into the realm 
of REAL complicated for someone without sound programming experience.

Brian



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