From: Klaas Newsgroups: rec.games.programmer,comp.ai.games,comp.os.msdos.djgpp Subject: Re: Smart stereo sound effects Date: Mon, 22 Dec 1997 00:56:05 -0400 Organization: Home Lines: 29 Message-ID: <349DF2E5.2848@ns.sympatico.ca> References: <349AA5AA DOT 5372 AT oce DOT nl> Reply-To: klaas AT ns DOT sympatico DOT ca NNTP-Posting-Host: 142.177.11.117 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk > My problem is that a lot of events happen, some on the visible area of > the screen, some others not visible. > In case of an event how can I decide if I must play the according > soundeffect (depending on the position of the vehicle in relation to the > visible area) My guess would be to see if the explosion is with the screen ie. if ObjX > ScreenLeft and ObjX < ScreenLeft + ScreenWidth and (Y tests...) (play sound) > How is the volume altered in relation to the distance and position of > the event. well, most games just play the sound at a certain loudness if the event is on the screen, and very faintly otherwise (example: Z) Though, I suppose teh volume could be scaled using pythagorean distance: sqr((ObjX-CurX)^2 + (ObjY-CurY)^2) (where CurX/Y are player's position) then scale that value from your lowest desired volume to your highest, then to compute final volume, subtract it from highest desired volume. > Is it possible to include surround soundeffects? doubt that it's impossible, I really don't know. But, wouldn't you have to use stereo wav files? -Mike