RE: [AD] set_volume_per_voice() maximum volume |
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- To: "Allegro Conductors" <conductors@xxxxxxxxxx>
- Subject: RE: [AD] set_volume_per_voice() maximum volume
- From: "Ben Davis" <ben@xxxxxxxxxx>
- Date: Wed, 6 Jun 2001 01:32:53 +0100
> > 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?
BTW how about programming Allegro's DirectSound driver to simulate Allegro's
volume-per-voice behaviour? (I'm not going to do this though...)
Ben Davis