Re: grsound.cpp update in CVS
Christos Dimitrakakis <[email protected]>
| Newsgroups | gmane.games.torcs.devel |
|---|---|
| Message-ID | <[email protected]> |
Eric Espie wrote: > Hi, > > I have added a small modification to load the engine sound first from > the car directory and if not found from the data/sound directory. > Cheers, that'll be useful for not cluttering the main sound directory. Note that currently we only have customizable sounds for the engine. Do you think there might be a need to have other customizable sounds in the future? (I can't really think of anything at the moment). PS. There was a post about the player's engine being not as loud as the other cars. This is simply not true. However, if you are playing with a behind-the-car camera view, then it is possible that another car will be closer to the camera than your own car, hence louder. PS2. Looking at my to-do list, I should do the split-screen multi-player sound. It's a tricky problem, but my current idea is as follows: 1) Do initial sound processing. 2) Get a list of sound volumes for all active camera views 3) Setup the sound parameters (doppler, filter, stereo, overall volume) for each sample according to the camera for which it has the highest volume. 4) Prioritise the sounds according to their type and final volume 5) Project the sounds appropriately [you might want, for example to have sounds for one camera shifted slightly to the left]. Does that sound ok? If you say, have two player cars passing a slower computer car then the effect should be that you listen to the doppler-shifted other car's engine twice. One when the first car approaches it - where we have an approaching engine; then, after the first car passes it we have a receding engine; when it is exactly in between the two cameras, a switch occurs and instead of a receding we have an approaching engine (relative to the second camera); and finally a receding engine after the second car has passed. The sudden switch might be a bit detracting, but it occurs at the point where the volume is the lowest anyway, so it may not be so bad. Thoughts? ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/