[Openal] Stereo Panning
Jason Daly
jdaly at ist.ucf.edu
Fri Jun 29 08:49:38 PDT 2007
Paul Wilkinson wrote:
> We're implementing an audio system for 2D games and are trying to
> decide between OpenAL and DirectX as a renderer.
>
> I read somewhere in the archives that stereo panning had to be
> implemented manually. What exactly does this mean? Do I need to stream
> and scale the sample data?
To put it simply, if you have a mono sound sample or stream, and you
want to position it in 3D space, OpenAL will do this for you (including
panning, distance attenuation, etc.).
If you have a stereo sample or stream, OpenAL assumes that you want this
to be played normally (not spatialized), so it will not apply any
panning, attenuation, etc.
>
> How exactly would I implement stereo panning of mono and stereo sources?
>
For a mono source, you simply set the listener and source's position,
and OpenAL takes care of the rest. For a stereo source, you'd have to
do some more work. A common method is to split the stereo sound into
left/right mono sounds and render it using two sources.
--
--"J"
"I'm a castaway stranded in a desolate land,
I can see the footprints in the virtual sand."
--Neil Peart
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