[directmusic] Re: 3d processor issues

  • From: "Jason Booth" <jason@xxxxxxxxxxxxxxxx>
  • To: <directmusic@xxxxxxxxxxxxx>
  • Date: Wed, 7 May 2003 12:23:54 -0400

        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






Other related posts: