Re: [AD] set_volume_per_voice() maximum volume

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> > > Pan:              0   64   128   192   255
> > > ------------------------------------------
> > > Right Channel     0  128   255   255   255
> > > Left  Channel   255  255   255   128     0
>
> Referenced below: this is "Chart 1".
>
> > I think it really is
> >  Volume = 255
> >
> >  Pan:              0   64   128   192   255
> >  ------------------------------------------
> >  Right Channel     0  128   255   383   512
> >  Left  Channel   512  383   255   128     0
> > total both:         512  512   512   512  512
>
> Correct. (Approximately :-P)
>
> > But in anyway, for games that dont usually use more than one
> > sample at once
> > (like adventure games) it has been a pitty till now to be able to
> > hear that
> > sample
> > only at half it's volume (not to mention DirectSound mixer mixes
> > it at full
> > volume)
>
> Does that mean panned samples distort on DirectSound - or does it use the
> pattern in Chart 1 above?
I just tested with a maximized sample (it is at the max that the sound card
provides)
it always seems to play the samples at somewhere between 80-90% of it's
original volume
also the volume seems to be like first char describes
that is
 Pan:                   left                center                right
 ------------------------------------------
 Right Channel     0 %              80-90%             80-90%
Left  Channel     80-90%         80-90%               0%


> BTW how about programming Allegro's DirectSound driver to simulate
Allegro's
> volume-per-voice behaviour? (I'm not going to do this though...)
or even better, to make Allegro mixer work like DirectSound ;)



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