Jan
19
2009
0

FYP Technology: Sound

Yesterday I spent a lot of time trying to get audio up and running. It took quite a while as most of the Ogre-based libraries are either dead or don’t have a lot of developers.

OgreAL, the first one I tried, turned out to be pretty much dead, and didn’t have a binary release, only a source release that was for an old version of Ogre. Not wanting to port it to the new version, I gave OgreOggSound a try, which is quite similar, but with support for only two types of file (Ogg and wav).

It took a while, but after wrestling with some strange problems that I still don’t understand, I have it working. Thinking of ways of associating sounds with the graphical/physical environment now. I’m thinking of using a config file to associate certain types of bodies and certain types of motion with certain sounds.

It was fun to try a technique that I noticed being used in games before: changing pitch slightly on repetitive sounds to make it sound a little more interesting. I got a bump sound, and when a contact point is added to a box, the sound is played, but with a pitch multiplied by a random real number between 0.8 and 1.2.

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