> On Apr 14, 4:27pm, Ross Carlson wrote:
> > Subject: Re: MISC: Inlined Sound Support
> > ...
> > About the inline noise thing. How hard would it be to code it into the
> > browser to check for obstacles for that noise. The relative size of any
> > obstacles in the path of the noise would diminish the sound volume
> > accordingly. The radio itslef would be one obstacle, so the sound would
> > appear louder when the user stands in front of the radio. Of course, the
> > browser would have to know what side of the radio object is the front.
> >
>
> Hmm, a 'sound tracer', eh? It's certainly doable, but I wonder how much CPU
> such a tracer would use.
>
> DOOM (and lots of other PC games) have this; I wonder if their methods would
> be applicable here...
Maybe we need to get back to basic. Back to nature. Treat Sound waves
like light waves. Light can go through certain object (Transparent), not
through another object (opaque) and bounce off still other objects
(reflection). So why now give the same object the values necessary to
deal with sound? Does this object reflect sound? Does it allow sound to
pass? Is it sound proof? Maybe it absorbs sound?
Also, if sound is treated as a light wave, then it needs direction,
intensity, how wide it scatters per foot it travels (don't know the big
word for that..) and so on... Basically In-Line sound really falls under
Environmental Physics. I think if we establish the Environmental physics
with enough foresight In-Line sound will be nothing more than sound file
and intensity... The "environment" will take care of letting us know when
we can hear it...
Someone go kidnap a physics teacher..
>
> --
> ______________________________________________________________________________
>
> Mike Sweet 2D & 3D Software for Easy Software Products
> (301) 994-0377 Silicon Graphics, Inc. 20778 Wolftrap Street
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> http://www.easysw.com
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