[Openal] Listener positioning versus source positioning.

Stephen J Baker sjbaker at link.com
Mon Aug 15 09:28:09 PDT 2005


Garin Hiebert wrote:
>> [Why listener positioning?]

>> So, in my application, I'd prefer to work as I do in OpenGL and keep
>> the listener stationary at the origin - moving everything else (and
>> setting velocities, etc) accordingly.
>>
>> Is there some horribly important reason why I shouldn't do that?
> 
> If your graphics rendering already has the geometry stored in this  way, 
> then the only reason I can think of for not doing things this  way (and 
> it's a minor one) would be that you have to update more  data.  At least 
> in the world of FPS games, the listener will be  moving among the audio 
> sources most of the time -- so all the sources  will have to be updated 
> continually, which takes time.  All the audio  sources which are at 
> static positions in the level geometry wouldn't  need updating in the 
> "listener isn't at the origin" case.

OK.

So long as there isn't some ikky audiological reason for it - I'm happy!

Actually, it's kinda suprising that a sound would sound the same when
transmitted through moving air than through stationary air.  Isn't
range attenuation going to be different through moving air for example?

> I don't think that should discourage you at all, though -- it's  
> certainly not unusual to do what you propose (the Unreal engine works  
> the way you propose, for instance).

Excellent!  Many thanks.

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