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#1
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I don't fully understand the problem. Do you have a simple script that recreates the issue? Also, are you using the default 3d sound plugin (DirectX)?
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#2
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I will create a sample script for you shortly. We are using the default DirectSound algorithm.
__________________
Virtual Environments and Multimodal Interaction (VEMI) Lab This time, it should work... |
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#3
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Sample script
I've attached a sample script that seems to replicate the problem. I used the 'quack.wav' file because I assumed you would be able to access it, but if you need a copy of the sound file, let me know.
What I am hoping you will notice is that if you walk toward an object (in this case a soccerball), the sound functions seem to work fine--for instance, the sound gets louder as you approach the object, and quieter when you move away. But if you then stop and rotate toward the other objects, the sound spatialization seems inaccurate until you translate the viewpoint. So you might move several meters, but still have an object sound as though it is right next to you, or the sound might only come from one side even when the object is directly in front of you. I'm hoping it is something simple that I've overlooked. Thanks.
__________________
Virtual Environments and Multimodal Interaction (VEMI) Lab This time, it should work... |
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#4
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I'm still not sure I understand what the problem is. When I turn towards an object it plays a sound and the volume of the sound seems to adjust properly based on the distance to the object. I navigated next to the red ball and the sound was loud. Then I turned towards the yellow ball, which was further away, and the sound was quieter.
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