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1  Java Game APIs & Engines / Java Sound & OpenAL / Re: Directional Sounds - Using the cone angles... on: 2008-05-17 18:46:50
I will look into that.  Thanks for the response.  Maybe a nice feature for future upgrade?
2  Java Game APIs & Engines / Java Sound & OpenAL / Re: Directional Sounds - Using the cone angles... on: 2008-05-05 01:47:41
In my application, I created the source objects by instanciating the Source object.  Everything is working fine, but how do I get a integer source id (sid)?

I must be missing something...

3  Java Game APIs & Engines / Java Sound & OpenAL / Re: Directional Sounds - Using the cone angles... on: 2008-04-23 21:59:42
Appreciate the information....I'll try it!

4  Java Game APIs & Engines / Java Sound & OpenAL / Re: Directional Sounds - Using the cone angles... on: 2008-04-20 21:59:33
It's probably me overlooking something, but I can't see where that setting is implemented.  I see a constant for these two...but how would I implement them for a particular source?
5  Java Game APIs & Engines / Java Sound & OpenAL / Directional Sounds - Using the cone angles... on: 2008-04-15 06:22:12
I was wanting to use directional sounds using JOAL.  Reading the OpenAL docs, it appears the commands to specify my cone angles are:


Which don't seem to be implemented in JOAL.  I then plan to use the setConeOuterGain function to specify gain falloff when outside the cone.  Why would setConeOuterGain be implemented and not the cone angle settings (Considering that the default angle is 360 degrees).?

I don't see that the cone angle specification is in JOAL.  Is it implemented in another way? Am I missing something? 

Any help would be appreciated!

6  Java Game APIs & Engines / Java Sound & OpenAL / Considering JOAL... on: 2008-01-22 02:00:24
I'm starting a project that will require spatial 3d audio.  It looks like JOAL could handle this, with positional sound emitters and listeners and all.  My questions is this (and I hope I'm not being too lame here):  Is there a way to render the audio created into a seperate .wav file?  Is there a way to do this without emitting sound from the sound card? 

Any help would be appreciated...

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