[Openal-devel] Broad soundscapes - repost
Chris Robinson
chris.kcat at gmail.com
Mon Nov 10 21:00:44 PST 2008
On Monday 10 November 2008 08:20:14 am you wrote:
> Part of the problem here is that the game is very big - as in a forest
> can be a couple of Km across, and getting a sound that sounds as broad
> as you can see seems difficult in openAL.
I think when going about it in a real-time game, you don't really need
every "seeable" sound source to produce a sound. Just enough that it sounds
like there's a bunch, and they appropriately start and stop based on
distance/gain (so the ones most audible to the listener will always be the
ones playing, regardless of where the listener is). The email I just sent to
slytron on openal-devel has a somewhat simplistic source-management method
that can help achieve that.
That, combined with a couple audio "tricks" (such as applying a slight reverb
and using different sound buffers with some having pre-mixed (but still mono)
effects) to make it sound like there's more sources, should be able to
produce a very convincing real-time environment.
That's probably how I'd go about trying it, anyway. It may or may not work
depending on the engine and types of environments, but the idea sounds
reasonable to me.
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