HeroEngine Forums
Welcome, Guest. Please login or Register for HeroCloud Account.
Pages: 1 [2]

Author Topic: [Resolved] 3d sounds(Fmod) and HE...  (Read 7051 times)

AWW_boss

  • General Accounts
  • *
  • Posts: 846
  • gdfgd
    • View Profile
Re: [Resolved] 3d sounds(Fmod) and HE...
« Reply #15 on: Jan 27, 15, 02:24:55 PM »

Which game is this in the video? It looks very nice.
Logged

HE-HERB

  • HeroEngine
  • *****
  • Posts: 530
    • View Profile
    • HeroEngine
Re: [Resolved] 3d sounds(Fmod) and HE...
« Reply #16 on: Jan 27, 15, 03:45:24 PM »

There are other uses for this type of feature as well.

The next release will expose external HSL functions to:
*Attach the audio listener to the active character (and, automatically switch as the active character changes)
*Attach the audio listener to an arbitrary node
*Reset the audio listener to the current active camera (which is the default)

Cheers
Logged
herb marselas
graphics guy

--Nef--

  • General Accounts
  • *
  • Posts: 3
    • View Profile
Re: [Resolved] 3d sounds(Fmod) and HE...
« Reply #17 on: Jan 27, 15, 06:53:17 PM »

There are other uses for this type of feature as well.

The next release will expose external HSL functions to:
*Attach the audio listener to the active character (and, automatically switch as the active character changes)
*Attach the audio listener to an arbitrary node
*Reset the audio listener to the current active camera (which is the default)

Cheers

Ohh cool! That sounds like it should take care of it. Thanks for the responses!

Which game is this in the video? It looks very nice.
it's Star Wars: The Old Republic.

I see (hear?) what you are talking about in that video.  However it is a strange contradiction.

I believe what Cooper was talking about is the relationship between sight and sound.  By having a third-person camera, you naturally have third-person sight. But then you are coupling that with first-person sound.  Generally sight and sound are kept together, with both as either first- or third-person, because that is generally how people perceive the real world.  So to disconnect the two lessens the realism.

The most realistic way to hear as if you are at the character is to also see as if you are at the character, i.e. make it a first-person game.  In a third-person game, the player is not really being the character, they are watching them from some imaginary floating camera, so for me as a player I would want to hear relative to my own viewpoint, which is where the camera is.

But to your point, if you are intent on going the route of decoupling sight and sound, I am not sure what to tell you.  In my limited experience with sound engineering, I know part of it involves dictating where the "listener" is, but in HeroEngine my guess is you'd need a source code license to make such a change.


I know that sound set up kinda seems like an odd concept, but I think maybe it only really starts to matter when you have the ability to have your camera extremely zoomed out. One small example is if you were looking for a hidden object in the world that emits a quiet sound, you would never hear it until you zoomed your camera all the way back in.
Logged

Amanda_Brooks

  • General Accounts
  • *
  • Posts: 514
    • View Profile
    • Heroes and Villains
Re: [Resolved] 3d sounds(Fmod) and HE...
« Reply #18 on: Jan 27, 15, 07:53:23 PM »

Which game is this in the video? It looks very nice.

It's SWTOR - Bioware's HE game.
Logged
"Heroes and Villains" - www.heroes-and-villains.com
Facebook: https://www.facebook.com/HeroesAndVillainsMMORPG
Twitter: @Plan_Z_Studios
Pages: 1 [2]