From: "Scott J. Tringali" Newsgroups: rec.games.programmer,comp.ai.games,comp.os.msdos.djgpp,rec.games.programmer Subject: Re: Smart stereo sound effects Date: Mon, 29 Dec 1997 10:48:18 -0500 Organization: Raytheon Electronic Systems Lines: 23 Message-ID: <34A7C642.FBAC41AE@res.nospam.ray.com> References: <349AA5AA DOT 5372 AT oce DOT nl> <01bd100b$a40c5c00$9a1e1eac AT nickv DOT synergistic-sw DOT com> Reply-To: tringali AT ultranet DOT nospam DOT com NNTP-Posting-Host: dh5144139.res.ray.com 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 DirectSound is the easiest way to go. All you have to do is sample your effect in mono. Then, you tell DirectSound what the x, y, and z is of the sound. Then, just play it. It does all the rolloff, muffling, and stereo mixing for you. For more advanced effects, you can have your engine set velocity vectors to get Doppler shifts. You can also exaggerate/minimize the Doppler/rolloff effects as wanted. As for surround: since 3-D positional audio is typically realized only on stereo speakers, the Z is emulated via muffling and other minor effects (such as shape-of-ear distortion). I'm not familiar with any sound cards that actually have a surround output, but once they come out, it looks like DirectSound will support it. -- Scott J. Tringali, Software Engineer #include International Air Traffic Control, Raytheon Electronic Systems If you want to email me, please do the obvious. If it isn't obvious, don't bother.