There is a significant volume difference, even if the sound is at the listening location. Personally, I'd be fine with this if compression worked the way it should. Right now, placing a compressor on the 3d channels will basically cause ever sound to be compressed individually before it's played. Since each 3d sound gets it's own audio path (in most cases), this makes sense. However, this pretty much makes the compressor useless, as it not only kills system performance, but could be done in the sound files themselves. Really, there should be a way to pipe each 3d sounds audiopath output to a master audio path which has a compressor operating on it, so that the mix gets compressed. -----Original Message----- From: Todor Fay [mailto:todor@xxxxxxxxxxxxx]=20 Sent: Wednesday, May 07, 2003 12:07 PM To: directmusic@xxxxxxxxxxxxx Subject: [directmusic] Re: 3d processor issues DirectMusic's 3D does take advantage of hardware acceleration. After all, it is writing to a DirectSound 3D buffer. The 3D mechanism is dependent on the configuration of the user's computer, which could be set to play 3D through headphones or different configurations of 2 or more speakers.=20 Yes, 3D is quieter in DirectSound than regular stereo or mono. After all, it needs to attenuate with distance from the Listener, so the only way that 3D could possibly be as loud is if it is set up to be at the same location as the Listener. There may be a slight additional attenuation from the 3D algorithm. I can't remember.=20 Somebody on the Dugan's team can give the definitive answer, but I think I'm right. Todor (DirectMusic / DirectSound lead in a former life.) -----Original Message----- From: directmusic-bounce@xxxxxxxxxxxxx [mailto:directmusic-bounce@xxxxxxxxxxxxx] On Behalf Of Alexey Menshikov Sent: Wednesday, May 07, 2003 7:58 AM To: Jeanine Cowen Subject: [directmusic] Re: 3d processor issues Hello Jeanine, Do you know how 3d sound works? Its made with HRTF (Head Releated Transfer Function) which is exactly your head/ears filter. HRTFs are very distorts sound. And as far as i know, only software 3d sound processing works in directmusic. Or maybe its fixed in DX9 now. Alexey Menshikov Action Forms Ltd. Wednesday, May 7, 2003, 5:54:04 PM, you wrote: JC> Hello everyone, JC> I just found your list! I've just started work on a game being JC> developed with the DirectMusic engine, first time I've had experience=20 JC> with it. Anyway, I'm noticing a couple of things, I looked through JC> your archive and didn't see anything so excuse me if these have been JC> addressed before. JC> When sending sounds through the 3d processor two things are happening JC> 1.) There is a huge level drop when a sound is placed as 3d compared JC> to a 2d version. The 2d version appears to be playing at full level, JC> ie the level I get in soundforge. Once the sound is tagged as 3d its=20 JC> level drops more than 6db (not measured just to my ears) JC> 2.) There also seems to be some sort of weird eq curve that is JC> emphasizing some high mids, I'd say aroung 3 or 4 k. JC> Any information on all of this would be appreciated, even if its just=20 JC> to say, yeah that's the way it is. I don't want to start making JC> corrections to the sounds themselves until I figure out if its=20 JC> something in the engine. JC> Thanks, JC> JC