From: Thomas Demmer Newsgroups: comp.os.msdos.djgpp Subject: Re: Smart stereo sound effects Date: Mon, 22 Dec 1997 07:53:00 +0100 Organization: Lehrstuhl fuer Stroemungsmechanik Lines: 38 Message-ID: <349E0E4C.C40AE2DC@LSTM.Ruhr-UNI-Bochum.De> References: <349AA5AA DOT 5372 AT oce DOT nl> <349DF2E5 DOT 2848 AT ns DOT sympatico DOT ca> NNTP-Posting-Host: bvb.lstm.ruhr-uni-bochum.de 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 Klaas wrote: > > > 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) > [...] > 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. Hmm. I think you can drop the sqrt(). The power of a soundwave decreases in a 2d world proportional to distance^2, so scaling with 1/r^2 should be OK. But then again, I never really thought about that. - Ciao Tom ************************************************************* * Thomas Demmer * * Lehrstuhl fuer Stroemungsmechanik * * Ruhr-Uni-Bochum * * Universitaetsstr. 150 * * D-44780 Bochum * * Tel: +49 234 700 6434 * * Fax: +49 234 709 4162 * * http://www.lstm.ruhr-uni-bochum.de/~demmer * *************************************************************