[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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