Re: [AD] Sound API

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On May 17, 2004 01:43 pm, Ben Davis wrote:
> On Monday 17 May 2004 20:30, Thomas Fjellstrom wrote:
> > > Most users will naturally reach for the volume control on their
> > > speakers, which obviously won't solve the problem. The game developer
> > > has to take some responsibility; if someone sets a ridiculously high
> > > value with set_volume_per_voice(), that's their fault. We can't be
> > > removing a much used, and very useful IMO, feature just to try to save
> > > the game developer a bit of responsibility.
> >
> > Much used? By whom? (I hope I got the usage right) And why? Just to
> > override the obviously wrong default 1/4 volume level?
>
> By me. (You got the usage right.)
>
> DUMB's example programs set it to 0.
> My sekrit projact sets it to 1.
> Balls sets it to 0.
> Rock 'n' Spin 3D sets it to 2.
>
> These all have source released (except the sekrit projact which will
> include source when it's released). I do not wish to have to change them
> all just because someone decided Allegro didn't have to be backwards
> compatible any more.
>
> > IMO each voice should dynamically get whatever volume it can get. none of
> > this set_volume_per stuff. Have two voices? Have 10 voices? They get as
> > much as they can without sounding like crap :)
>
> Are you talking about dynamic adjustment? Try it. I dare you. :P  It will
> sound wrong.

No, just what I did in my audio lib. if you have 1 voice, that voice gets all 
the volume, you have two, each is halved. have 3, each gets a third. etc. Is 
that wrong? (I've only tested it with 2 anyhow...)

> Ben
>
>
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-- 
Thomas Fjellstrom
tfjellstrom@xxxxxxxxxx
http://strangesoft.net




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