RE: Sound

George Warner <[email protected]> Tue, 17 May 2005 09:39:58 -0700
Newsgroups gmane.games.devel.general
Message-ID <BEAF6C6E.1E13D%[email protected]>
On Mon, 16 May 2005 15:26:20 -0400, "Ken  Noland"
<[email protected]> wrote:
> I toyed with using a "sliding mixer", although at the time I didn't know
> what it was called. I noticed it would work on most cases, but as soon
> as you approached an area with tons of explosions and gunfire, and then
> you moved into an area that was quiet, the music was noticeably louder.
> I'm toying with the idea of using the slider based off of distance as
> well as sample amplitude. I'll let you know how that goes!

Perhaps you could pre-mix everything but the music together and then average
that with your music. The music then would maintain it's constant dynamic
range and only your incidental sounds would be dynamically mixed together.

> I still haven't been able to find anything about this on the web, even
> though I have found a ton of pages about DSP and how to use FFT and all
> that fun stuff, none of them had any reduction mixing algorithms that I
> could find.

"Game Audio Programming" is one of the more dog-ear'ed books in my
programming bookcase. There are also many good sound articles in the Game
Programming Gems series from Charles River Media.

Also check out Csound, an open source sound library. An excellent book that
explains it well is "The Csound Book: Perspectives in Software Synthesis,
Sound Design, Signal Processing, and Programming" by Richard Boulanger
(Editor).

-- 
Enjoy,
George Warner,
Schizophrenic Optimization Scientist
Apple Developer Technical Support (DTS)




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