Multiple sample point sounds?

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Per Nordqvist

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Jul 24, 2010, 5:15:35 PM7/24/10
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Hi all,

I want to ask the list if anybody has tried to play sounds based on
multiple sample points?

My aim is to play engine sounds, by simply interpolating
(pitching/attenuating) between different static RPM wav files.
I'm concerned about resources, so I want to ask if it sounds
sensible to use multiple soundstates, one for each rpm
sample, or if there is a better way? Extending the SoundState class
or even dig deeper down into lower layers of openAL?

(I'm using Fedora + openal soft)

Thanks in advance,

Per Nordqvist

Chris 'Xenon' Hanson

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Jul 24, 2010, 8:23:50 PM7/24/10
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On 7/24/2010 3:15 PM, Per Nordqvist wrote:
> I want to ask the list if anybody has tried to play sounds based on
> multiple sample points?
> My aim is to play engine sounds, by simply interpolating
> (pitching/attenuating) between different static RPM wav files.
> I'm concerned about resources, so I want to ask if it sounds
> sensible to use multiple soundstates, one for each rpm
> sample, or if there is a better way? Extending the SoundState class
> or even dig deeper down into lower layers of openAL?

I haven't tried it, but it seems reasonable on the surface as long as you don't use too
many of anything.

I wouldn't go deeper into OpenAL without a good reason.

> Per Nordqvist

--
Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com
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