Directional sound

Open-source port of PoP that runs natively on Windows, Linux, etc.
David
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Re: Directional sound

Post by David »

Norbert wrote: July 2nd, 2023, 7:09 am
David wrote: July 1st, 2023, 9:47 pmUnfortunately I can't hear any directionality, although distant sounds are softer.
My guess is that you will hear it when using a headphone.
I used headphones.
Norbert wrote: July 2nd, 2023, 7:09 am But even then it's probably (too) subtle.
Likely this is why I commented:
Norbert wrote: January 28th, 2020, 10:48 pmPerhaps it's possible for the functionality to get 'Scaling method' like options, with Off, On, and Excessive (or something).
Where the latter doubles the directional shifts and volume changes?
Now I made the effect ten time stronger:
https://github.com/NagyD/SDLPoP/commit/ ... 03783e3367
I can hear the difference now.

Though I think the right side of my headphones is a bit less loud than the left side.
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Norbert
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Re: Directional sound

Post by Norbert »

David wrote: July 9th, 2023, 2:25 pmThough I think the right side of my headphones is a bit less loud than the left side.
What I noticed is that when the very first loose floor (in room 1):
- wobbles, the sound is correctly primarily on the right - it being the 4th tile from the right,
- breaks in the room below, the sound is incorrectly primarily on the left.
David
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Re: Directional sound

Post by David »

Norbert wrote: July 9th, 2023, 9:46 pm What I noticed is that when the very first loose floor (in room 1):
- wobbles, the sound is correctly primarily on the right - it being the 4th tile from the right,
- breaks in the room below, the sound is incorrectly primarily on the left.
Fixed: https://github.com/NagyD/SDLPoP/commit/ ... b3fdf4a7cf
The row and column coordinates were swapped.

The function expects its arguments in (room, col, row) order: https://github.com/NagyD/SDLPoP/blob/0a ... 00.c#L1680
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