Is there documentation, or can someone explain to me how the audio
works in Croquet? In the documentation that comes with the SDK, there are two places where sound is mentioned: ---- ambientSound - current local sound - to be deprecated. A programmer uses the Croquet libraries to render the object individually, and the system will take care of rendering it in relationship to all the other objects. It can have sound and the system will take care of combining the sound of all the objects with respect to their relative positions to the user. ---- I understand that OpenAL is used. How does the system take care of sound emitters that the user's position to the sound emitters? Is there a way that I can obtain the x,y,z position of a sound emitter relative to the user's position? -- Brad Fuller |
On Wed, Oct 29, 2008 at 6:25 PM, Brad Fuller <[hidden email]> wrote:
> I understand that OpenAL is used. How does the system take care of > sound emitters that the user's position to the sound emitters? Is > there a way that I can obtain the x,y,z position of a sound emitter > relative to the user's position? Perhaps I'm not clear, since I have a typo in the first sentence, and that's why there were no answers. Or, maybe it's a question that has been answered many times and I just can't find it in the archives. Let me try again. How can I find the location (in x,y,z) of an object relative to the user's position? -- Brad Fuller |
Brad Fuller wrote:
> On Wed, Oct 29, 2008 at 6:25 PM, Brad Fuller <[hidden email]> wrote: >> I understand that OpenAL is used. How does the system take care of >> sound emitters that the user's position to the sound emitters? Is >> there a way that I can obtain the x,y,z position of a sound emitter >> relative to the user's position? > > Perhaps I'm not clear, since I have a typo in the first sentence, and > that's why there were no answers. > Or, maybe it's a question that has been answered many times and I just > can't find it in the archives. > Let me try again. > > How can I find the location (in x,y,z) of an object relative to the > user's position? I think your question hasn't been answered since OpenAL does this transformation for you. All you do is provide the transforms for the listener and the sound sources. You can of course, compute the relative position yourself; it's merely transforming the position of the sound source into the local frame of the listener which can be achieved simply by: listener globalToLocal: speaker globalPosition. or (somewhat more efficiently) via: listener globalTransform orthoNormInverse transformPoint: speaker globalPosition. Cheers, - Andreas |
On Fri, Oct 31, 2008 at 11:22 AM, Andreas Raab <[hidden email]> wrote:
> Brad Fuller wrote: >> >> On Wed, Oct 29, 2008 at 6:25 PM, Brad Fuller <[hidden email]> >> wrote: >>> >>> I understand that OpenAL is used. How does the system take care of >>> sound emitters that the user's position to the sound emitters? Is >>> there a way that I can obtain the x,y,z position of a sound emitter >>> relative to the user's position? >> >> Perhaps I'm not clear, since I have a typo in the first sentence, and >> that's why there were no answers. >> Or, maybe it's a question that has been answered many times and I just >> can't find it in the archives. >> Let me try again. >> >> How can I find the location (in x,y,z) of an object relative to the >> user's position? > > I think your question hasn't been answered since OpenAL does this > transformation for you. All you do is provide the transforms for the > listener and the sound sources. > > You can of course, compute the relative position yourself; it's merely > transforming the position of the sound source into the local frame of the > listener which can be achieved simply by: > > listener globalToLocal: speaker globalPosition. > > or (somewhat more efficiently) via: > > listener globalTransform orthoNormInverse transformPoint: speaker > globalPosition. Thanks, I'll look there. I understand that OpenAL does this, but I wanted to do it myself using another audio system. I guess that wasn't clear. Thanks! brad -- Brad Fuller |
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