Navigating by sound, rotating an entire room
Hiya
I'm building a game in which you should be able to navigate, and get your position by sound alone, as if you where standing in the room. The problem I'm having is how to rotate the screen probebly so the objects making the sound positions themselves correctly. Meaning that when the player rotates to the left, the entire room should rotate to the right while maintating relative positions to the player and the objects making the sound. I've included the exe to further explain what I mean. Is there a way to solve this?
http://www.jm-j.com/navigation.exe
Re: Navigating by sound, rotating an entire room
You actually don't need to rotate the whole room, you just need a little trigonometry to determine the angles and figure out where the sound needs to be. Can I assume you are only using stereo, or are you using surround sound? I can make an example of rotating sounds, but it will be stereo.
I've uploaded an example for you: http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=248132&#Post248 132
One thing it lacks is volume change for a sound behind you, but you could add that in. It does have volume for distance and panning based on position and rotation.
Re: Navigating by sound, rotating an entire room
Wow, thanks alot. Yeah, it has to be stereo, it has be playable with headphones. It's tricky getting audio to sound like it's right in front ot back from you without using realtime filters. Any thoughts on if it could be done? Any example you have is extremely helpful, thanks a bunch!
Re: Navigating by sound, rotating an entire room
Typically a sound behind you is going to be quieter than the same sound in front of you, so you basically figure out if the angle is in some range and if it is you can multiply the volume by 0.5 or something.
Remember also that in real life, there is a delay of when a sound hits your ears. Your body picks up on these tiny delays and tells you where the sound came from.
Re: Navigating by sound, rotating an entire room
I am very, very well familiar with the properties of sound, it's programming that's my akilles heel:). It's not just that there's a change in direction or volume, it's the occlusion caused by the human skull. Even AAA sound engines like FMOD or UDK's have a hard time properly recreating that effect. But while on the subject, can MMF modify frequencies realtime?
Re: Navigating by sound, rotating an entire room
Yes, MMF2 can change the sample rate in real time.
Re: Navigating by sound, rotating an entire room
Quote:
Originally Posted by LB
Yes, MMF2 can change the sample rate in real time.
That's not the same thing...
You need to use a binaural plugin to process the sound beforehand for different angles.
Re: Navigating by sound, rotating an entire room
Might wanna check out my extension project: http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=246635&Searchpa ge=1&Main=33861&Words=openal&Search=true#Post24663 5
Please don't use it for anything 'serious' yet, though (I have to resolve some licensing problems first). You can still have a look though.
Re: Navigating by sound, rotating an entire room
This looks amazing! No documentation yet I assume?
Re: Navigating by sound, rotating an entire room
I'm afraid not but that will change of course. It's still in an early development phase - as I said, don't use it for your project, but you can still check it out.