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This is something that I've already looked into a bit with the "environmental" branch.
This branch is used to take into account things like soundscapes (chained through multiple effect sends instead of singular) and also for occlusion culling, exclusion culling, etc.
My current culling methods require a traceline be sent, but I think that a boolean 'm_bMapOptimized' in [[COpenALGameManager]] would be helpful in order to allow developers to compile an additional, lower quality chunk of the map into the BSP (unless this already exists) in order to make the culling system a bit faster.
Although a separate entity from soundscape is required, we can still leverage the current soundscape entities to provide effects in already-developed or near-finished source projects that can benefit from using this library.
I do, however, intend to provide some more descript audio-based entities. Some may include:
func_silence - Silence all audio, or audio from specific "groups" of samples.
func_environment - An entity that defines the environment within it's volume/area.
func_sound_local - Plays a specific sound local to the player when inside it's volume/area.
It should be noted that this issue will be held off on until Issue 5 and Issue 7 is taken care of, because these issues collectively require a restructuring of IOpenALSample to also make use of an COpenALSource object and a caching mechanism which represents phyisical locations that samples can be linked to. This is relevant, because effects will represented as objects within the COpenALSource object.
To fix this, a complete rewrite of the soundscapes is required.
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