![]() The sound of the squid demon spawning-in plays from the wrong location when viewing a replay. I have done this and created a video to demonstrate the improved spatial acuity that you'll experience with HRTF: With some fiddling, it's possible for an end-user to get HRTF working in Devil Daggers. Chris Robinson typically answers queries on there quite promptly. ![]() If you need assistance using this feature, you can use the OpenAL mailing list. To tell OpenAL Soft to use HRTF, you use the ALC_SOFT_HRTF extension. My understanding is that they must be placed in the app's working directory. In order to achieve this, you will need to distribute a couple of other OpenAL Soft files with the game: default-44100.mhr and default-48000.mhr. I would like to suggest that you add a check-box to the Options menu that allows the user to enable HRTF. Now, I don't know about the " HDR" bit but, as far as the " 3D positional" bit goes, there's nothing really especially 3D about it right now. You've advertised the game as having " HDR 3D positional audio". This includes perceiving the difference between in-front and behind, as well as the difference between above and below. HRTF allows headphone-users to accurately perceive the locations of sound sources around them in three dimensions. My audio driver wasn't set to 2 channel sound. Does this somehow interfere with the inbuild option How does HRTF differ from standard 5.1 or 7.1 sound anyway Edit: Problem solved. My headphone come with an external 7.1 virtual surround sound card. However, I was slightly disappointed to find that you don't appear to be making use of OpenAL Soft's ability to render audio with HRTF. The option for HRTF surround audio is unavailable while using my Sennheiser PC 363D PC Gaming Headset as the primary audio source. I was happy to find that you are using OpenAL for audio and I was also happy to find that the OpenAL implementation that you've distributed with the game is the latest version of OpenAL Soft and not Creative's grotty, old implementation. I'm a 3D audio enthusiast and I'm particularly interested in the use of head-related transfer functions (HRTF) in 3D games. You guys seem to have set out a fairly small scope and then absolutely nailed every aspect of design (game play, art, sound, features) within the context of that small scope. I just want to start by saying that this game really impressed me.
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