Re: MISC: Inlined Sound Support

Andrew C. Esh ([email protected])
Mon, 17 Apr 1995 08:59:27 -0600 (CST)


On Fri, 14 Apr 1995, Michael Sweet wrote:

> 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...

In DOOM they just check if two "areas" are connected, and then figure the
distance between the player and the sound source. The distance is all that
changes the sound. If a door is closed between the "area" the player is
in, and the "area" the sound source is in (always a monster or a weapon),
then the sound is simply cut off. There is no reflection, dopplering, or
partial absorption of sound by intervening objects. Just distance.

---
Andrew C. Esh                 mailto:[email protected]
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