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Indoors or outdoors by math?

Started by July 05, 2000 11:57 PM
1 comment, last by gimp 24 years, 5 months ago
Something I''ve always being curious about after reading the Creative EAX SDK... Many of the 3D sound routines rely on things like if your inside sounds will be muffled, outside they echo. Obviously there is 3D math involved, but how exactly do you calculate something like inside vs outside. The only way I can come up with is wether you have direct LOS to a sky texture. but that would be that ''outside'' would include all building rooms with windows. So then I thought, trace a path up, and if you can see sky textures without obstruction you are outside, of course this means standing under a bridge is outside. And what about an echoy canyon, perhaps trace out a few lines that check for deflection angles and distance? Seems like a lot of calculations if it gets more complex than this... My last question is, is all lost if your building with a prebuilt engine like Wildtangent that won''t allow more than moderate engine integration? I can do simple collision testing etc but dont have access to point\poly''s etc... gimp
Chris Brodie
Just precalculate which areas are which and then store that information in a file to be loaded when needed. There''s no reason I can think of to have to do all that calculation during the game, and this allows the designer to hand craft the areas according to proper sensibility.
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I would actually think you would get reverberation inside, and a major loss of volume outside, as the sound has less to bounce off of and return. That is why when you are outside and you yell to someone, they hardly hear you if they are more than a cuople hundred feet away.
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