[ODE] ode and sound effects

Luca Romagnoli lucak at qubica.net
Thu Jan 15 11:15:45 MST 2004


for example if the body has only angular vel and no linear vel.(it means it
is rotating) and collide with a static body, using only linear vel the
result will be a null sound, so i wish to consider the angular vel.
this is an extreme example but in a very realistic simulation these
difference should be considered.

----- Original Message ----- 
From: "DjArcas" <djarcas at hotmail.com>
To: "Luca Romagnoli" <lucak at qubica.net>; "Jon Watte"
<hplus-ode at mindcontrol.org>; <ode at q12.org>; "Manohar B.S"
<sciphilog at yahoo.com>
Sent: Thursday, January 15, 2004 10:56 AM
Subject: Re: [ODE] ode and sound effects


> How would the angular velocity of a body affect the sound it makes? (in
the
> real world I'm sure it would affect the soundwaves in some fashion, but
> generally speaking all you can change is pitch and volume, and EQ if
you're
> lucky)
>
> ----- Original Message ----- 
> From: "Luca Romagnoli" <lucak at qubica.net>
> To: "DjArcas" <djarcas at hotmail.com>; "Jon Watte"
> <hplus-ode at mindcontrol.org>; <ode at q12.org>; "Manohar B.S"
> <sciphilog at yahoo.com>
> Sent: Thursday, January 15, 2004 7:58 AM
> Subject: Re: [ODE] ode and sound effects
>
>
> > dear friends of virtual world,
> > thank you for your answers.
> > i'm using cylinders and i wish to consider the angular velocity of the
> body
> > to obtain a very realistic sound effects.
> > do you know some ode's function to obtain the famous Vp=Vg+(angularVel
X
> p)
> > so i can obtain the real speed vector(Vp) of the colliding point p?
> >
> > i think, the energy method is a clever idea but is it easy to implent it
> in
> > ode? if we have more that 2 bodies colliding at the same time with our
> ref.
> > body?
> >
> > PS: if someone has code ready it should be interesting to include it to
> ode
> > lib, if the ode's bosses agree.
> >
> >
> > ----- Original Message ----- 
> > From: "DjArcas" <djarcas at hotmail.com>
> > To: "Jon Watte" <hplus-ode at mindcontrol.org>; "Luca Romagnoli"
> > <lucak at qubica.net>; <ode at q12.org>
> > Sent: Wednesday, January 14, 2004 8:32 AM
> > Subject: Re: [ODE] ode and sound effects
> >
> >
> > > I would suggest you actually get the impulse magnitude. (That's the
> system
> > I
> > > used in MotoGP and Burnout2)
> > >
> > > IIRC, that's the relative speed of the two bodies multiplied by their
> > mass.
> > >
> > > Adam
> > >
> > > ----- Original Message ----- 
> > > From: "Jon Watte" <hplus-ode at mindcontrol.org>
> > > To: "Luca Romagnoli" <lucak at qubica.net>; <ode at q12.org>
> > > Sent: Tuesday, January 13, 2004 2:17 PM
> > > Subject: RE: [ODE] ode and sound effects
> > >
> > >
> > > >
> > > >
> > > > Just get the relative speed of the two bodies colliding.
> > > >
> > > > Something like this:
> > > >
> > > > Vec3 velA, velB;
> > > > dBodyID bodyA = dGeomGetBody( bodyA );
> > > > dBodyID bodyB = dGeomGetBody( bodyB );
> > > > dBodyGetLienarVel( bodyA, velA );
> > > > dBodyGetLinearVel( bodyB, velB );
> > > > velA -= velB;
> > > > float relativeSpeed = sqrtf( velA.LengthSquared() );
> > > >
> > > >
> > > > Cheers,
> > > >
> > > > / h+
> > > >
> > > > -----Original Message-----
> > > > From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of
> Luca
> > > > Romagnoli
> > > > Sent: Tuesday, January 13, 2004 8:33 AM
> > > > To: ode at q12.org
> > > > Subject: [ODE] ode and sound effects
> > > >
> > > >
> > > > 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
> > > >
> > > >
> > > >
> > > > _______________________________________________
> > > > ODE mailing list
> > > > ODE at q12.org
> > > > http://q12.org/mailman/listinfo/ode
> > > >
> >
> > _______________________________________________
> > ODE mailing list
> > ODE at q12.org
> > http://q12.org/mailman/listinfo/ode
> >



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