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upVector not working on setListenerPosition?

antodologo
Registered User
Quote
2015-08-27 04:38:17

Hi!

I have been experiencing a bug for a long time but I thought it was my fault, now I think it is a bug on Irrklang.

The bug has to do with camera roll and 3D sound. Sounds seem correctly placed in 3D, but when rolling the camera, that is, just modifying the upVector, nothing happens, as if changes in the upVector were ignored.

For example, if you want to confirm if it is happening to you, use a fixed upVector (0,1,0) and check left and right sounds are correctly played. Then use a fixed upVector(0,-1,0), left and right should be swapped but I just hear the same than with the initial test.

I have tried with 1.4 and 1.5 with same results. Can you confirm it is happening?

Thanks in advance


erik
Registered User
Quote
2015-08-27 05:20:15

I bet this also depends on the audio driver and platform you are using. What are you using?


antodologo
Registered User
Quote
2015-08-27 12:34:09

wrote:
I bet this also depends on the audio driver and platform you are using. What are you using?


I am using Windows 7 with Visual Studio Express 2013. After searching in the forums I have tried ESOD_AUTO_DETECT and ESOD_WIN_MM with same results. And, as far as I know, it is happening on our PS4 port too.

Does it work for you?

Thanks


niko
Moderator
Quote
2015-08-28 10:30:36

It should work at least with the DirectSound driver, but that one also depends on the audio driver and hardware which is installed on your system. But otherwise, this might be a bug, yes.
But what do you mean with PS4 port? irrKlang doesn't work there, unless I'm not mistaken?


antodologo
Registered User
Quote
2015-08-29 05:53:11

wrote:
It should work at least with the DirectSound driver, but that one also depends on the audio driver and hardware which is installed on your system. But otherwise, this might be a bug, yes.


The bug exists, I don't know if it is a matter of hardware or drivers but, if it is, we must avoid trouble to our users as much as possible. The bug has already been reported by some players and it happens on all our development computers.

I have tried a solution in which I set a fixed listener direction and up direction and I transform every sound position and velocity vector multiplying by the inverse of the camera orientation, it works much better and it is hardware and drivers independent.

We will use this approach by now, you may want to make sure if it is a driver bug or a bug on your side but if it is this easy to solve for most of your users... just take this option into account.

Thank you for your time and attention


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