#1
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Trouble with listener updating position?
We have a script that toggles an object to play a sound whenever the viewpoint orientation is within a certain threshold (so when the person is looking at the object). It works very well until the viewpoint translates--If the person moves, then turns in place and looks at an object, the sound will trigger, but it will be spatialized as though the person was still in their original position. The stranger part is that if they move at all from their current position, the sound jumps to the correct location.
We are using keyboard commands to emulate orientation and position tracking. I have code snippets that cover the basics of this issue, but I am not sure if I included everything pertinent. Code:
(in a separate module, called onupdate) if viz.iskeydown(viz.KEY_LEFT): VIEW.rotate(0,1,0,-TURN_SPEED*viz.elapsed(),viz.HEAD_ORI,viz.REL_PARENT) elif viz.iskeydown(viz.KEY_RIGHT): VIEW.rotate(0,1,0,TURN_SPEED*viz.elapsed(),viz.HEAD_ORI,viz.REL_PARENT) if viz.iskeydown('w'): VIEW.translate(0,0,MOVE_SPEED*viz.elapsed(),viz.REL_LOCAL) elif viz.iskeydown('s'): VIEW.translate(0,0,-MOVE_SPEED*viz.elapsed(),viz.REL_LOCAL) elif viz.iskeydown('a'): VIEW.translate(-MOVE_SPEED*viz.elapsed(),0,0,viz.REL_LOCAL) elif viz.iskeydown('d'): VIEW.translate(MOVE_SPEED*viz.elapsed(),0,0,viz.REL_LOCAL) (in the experimental module, called onupdate) def monitorOri(e): global objplay # the purpose of this function is to determine whether the viewpoint # is facing an object (within a certain threshold) # then have that object play its tone until the viewpoint moves outside # the threshold view_yaw = view.getEuler() view_pos = view.getPosition() for item in range(len(objects)): object_pos = objects[item].getPosition() target_angle = utilities.genTargetAngle(object_pos,view_pos) relative_angle = abs(vizmat.AngleDiff(target_angle,view_yaw[0])) if (relative_angle <= threshold_angle) and objplay[item] == False: toggleTone(item,viz.ON) objplay[item] = True elif (relative_angle > threshold_angle) and objplay[item] == True: toggleTone(item,viz.OFF) objplay[item] = False else: pass Any suggestions are appreciated, thanks.
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Virtual Environments and Multimodal Interaction (VEMI) Lab This time, it should work... |
#2
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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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#3
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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... |
#4
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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... |
#5
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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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#6
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After I read your post, I realized that I had not tried this script with our other headphones. I ran it just now and I can't replicate the problem with our wired headphones; it seems only the wireless headset has the issue, so that must be why you are not noticing any difference. We are using a Creative HS-1200 Wireless headset. Does this give you any idea about what might be happening?
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Virtual Environments and Multimodal Interaction (VEMI) Lab This time, it should work... |
#7
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I was using a Logitech wireless headset when testing your script. If the problem only occurs with your wireless headset, then it might be an issue with the sound driver. Have your tried updating the drivers?
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#8
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I'm glad you mentioned the Logitech; I had forgotten that we had a wireless Logitech headset, so I dragged it out of the cupboard, and once again failed to replicate the issue. So I'll use that one for my experiment. I did update the Creative drivers, but I still have the issue with that headset. Puzzling.
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Virtual Environments and Multimodal Interaction (VEMI) Lab This time, it should work... |
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