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  Distance attenuation  (Read 1862 times)
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Offline bmyers

Junior Devvie





« Posted 2003-01-09 16:38:54 »

I've just started plugging sound effects into the MMORTSG we've been developing, and it seems like there's a huge amount of options for mixing and gain values.

Does anyone have some good recommendations for distance-based attenuation values?  I've looked at the DistanceAttenuation util from Sun, but there's very sparse docs.  

The setting for the game is CivII-like (but 3D), with units spread across an entire planet.  As you get close to the units you will hear their sound effects.  It's possible to have overlapping sound effects at once.  There will also be ambient background sound/music.

Most of the effects are PointSounds in the open air (vs. indoors), and include babble-conversation (like The Sims), chanting, gunfire, and explosions.  There's also some mystical effects, like magical chimes, mystic explosions, whooshes, etc.

I've got basic distance attenuation, tied to Morph nodes (which is how the animations are done), but there's a lot of trial-and-error, it seems, to get the effects "just right".

I'd also like to get some reverb, esp. for the mystical effects.  Any recommendations for these kinds of mixing effects?  Huh

BTW. I am using the HeadspaceMixer that comes with the Java3D utils from sun.  

Thanks!

--Brad

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