[openal] AL_SOFT_source_spatialize proposal

Lubomir I. Ivanov neolit123 at gmail.com
Tue May 9 11:28:52 EDT 2017


On 9 May 2017 at 17:50, Chris Robinson <chris.kcat at gmail.com> wrote:
> On 05/06/2017 06:25 PM, Lubomir I. Ivanov wrote:
>>
>> for "ambisonics" and things like that sqrt(1/N) does a better job,
>> they say. but this will clip more as more channels are added, thus i
>> would probably go with: 1 - sqrt(1/N).
>
>
> "1 - sqrt(1/N)" would go the wrong way. Downmixing stereo would have a gain
> correction of 0.29289 (less than 1/N = 0.5), quad would be 0.5 (greater than
> 1/N = 0.25), etc. Keep in mind too that with real-time game audio, the
> global volume is likely to be reduced to help avoid clipping from mixing
> multiple sound effects and audio tracks, as well as distance attenuation
> reducing the volume of individual spatialized sources.
>

yeah, i later realized that "1 - sqrt(1/N)" is a pretty bad solution.

lubomir
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