[ODE] ode and sound effects
Manohar B.S
sciphilog at yahoo.com
Wed Jan 14 00:55:03 MST 2004
I raised this question some time back in this mail
archive, but didn't get much.
I did it like this:
When two bodies collide, b1 & b2, some % of total
energy is lost. of this lost energy some is lost as
sound.
Before Colission: E_total_before = E_b1 + E_b2;
After Colission : E_total_after = E_b1 + E_b2;
Sound_Amplitude = k * (E_total_before-E_total_after)
0 < k < 1
Energy, I mean Kinetic, or what ever.
I used OpenAL and FMOD to pleace the listner in the
camera position. and the pleace of contact of b1 & b2
can be used as the source of audio.
What you relly need to implment is a Sound Even
Stack, which is an indepenednt thread. The colission
event if significant, could be sent to the Sound Stack
processor to render the sound texture.
For ground hitting I used sort of mummering sound.
for others I used metal-metal hit sound.
Cheers
Manohar
--- Luca Romagnoli <lucak at qubica.net> wrote:
> Hi Super Boies,
> i'm using this fantastic library to develop a
> realistic simulation so i want to play sound when
> two or more bodies collide.
> to do that i need the speed of a contact point
> inside the nearCallback function of a specific rigid
> body.
> Have someone this function and can you share it with
> us?
> thank you very much>
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