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Author Topic: 3D sound  (Read 1609 times)

« on: January 11, 2011, 08:41:11 AM »
Hello
I'm newto 3DRad, just downloaded it yesterday. As a musician and sound engineer, my first test was about 3D sound capabilities. My goal was to run 4 sound loops in perfect sync. Even in 2D r.a.d's (Mediator, MMB, AutoplayMediaStudio), it's tricky or not well working. With 3DRad, the first try was the good one! Of course, the loops needed to have exactly the same length to achieve a perfect sync, (and that's my work). Here's a little sample, based on "simple project" example. You have to put te 4 Ogg files in the  SoundDource data folder. When the car approach a sphere, the volume of the loop increase. So, I can mix three differents synths with the beat assigned to the car, building my song on the road...
Feel free to modify and use the loops for your project.
More to come (If I have the time), and some questions to post in the forum, (so, in advance, please excuse my poor english, it's not my native language!)

jestermon

« Reply #1 on: January 11, 2011, 09:31:56 AM »
Welcome to the forum skarabee. That's what I call a cool entrance :)
« Reply #2 on: January 11, 2011, 07:59:50 PM »
Thank you. Now I have to learn more about 3DRad and play around with other objects to understand the basics, and surely will have to learn about scripting later (and get a good coffee machine  ;)
« Reply #3 on: January 11, 2011, 08:42:43 PM »
Very cool!  ;D
« Reply #4 on: January 11, 2011, 08:54:10 PM »
Yo yo welcome,
I'm an amateur musician and sound engineer of sorts too...
Here's my idea for a music project I've been thinking about ever since I tried 3DRad:
I want to take an original song,
-break it up into separate tracks(would already be in separate tracks as per making an original recording)
-assign the different instrument tracks to separate soundSources
-arrange the separate SoundSource Instruments in a 3D scene
-then, add a "free" cam to 'fly' through the scene to experience the 3D sound
 
It would be like an interactive 3D surround sound
Then, later perhaps use particles effects or attach the instruments to RigidBody's and mess with speeds and spins and such...
Also, you could start/stop sounds or have 'one-shot' sounds or loops triggered by Events or whatever...
 
Lots of possibilities here!
3D Rad: The best abandonware ever!
« Reply #5 on: January 11, 2011, 11:40:05 PM »
Exactly what I'm trying to do. But for now, I'm trying to set the volume with a script object. Because stoping and restarting a sound will result in a loose sync between tracks. That's why I want to control the volume instead, by script. But no idea of the right syntax to set the volume. Anyone can help, please?
« Reply #6 on: January 12, 2011, 12:17:06 AM »
Found the right syntax! Very simple, in fact: just a value to assign to the good OUT.
« Reply #7 on: January 12, 2011, 02:01:25 AM »
I'm now trying to load sounds on runtime, using "iObjectRefresh". But doesn't work. Assuming that my new sound is on the root of my C drive, i wrote:
void Main()
{
     iObjectRefresh(OBJ_0,"C:\drums002.ogg");
}
What am I doing wrong? I tried to stop the sound before and restart it after. No change.
Maybe the iObjectRefresh does'nt support sound files?
If anyone can help...
« Reply #8 on: January 12, 2011, 02:10:24 AM »
Hi

I don't know if this works with the sound Object never tried it but the address must have "c:\\drums002.ogg" 2 of those slashy things in the address.

n_iron 
« Reply #9 on: January 12, 2011, 02:47:15 AM »
Sound objects don't yet support run-time refreshing, but we are raising funds for this feature at

http://www.3drad.com/forum/index.php?topic=2997.0

« Reply #10 on: January 12, 2011, 04:01:30 AM »
Thank you Fernando for your fast answer. I will help for this feature to be achieved, but first I have to explore 3DRad and learn more about the existing stuff.
« Reply #11 on: January 12, 2011, 11:05:09 AM »
Awesome project  :D
« Reply #12 on: January 12, 2011, 06:09:13 PM »
Quote
I have to explore 3DRad and learn more about the existing stuff.
That's a great idea because there have been lots of features funded and developed over the years.
« Reply #13 on: January 13, 2011, 01:36:16 AM »
new sample, with some other functions. You must have the "planet.xi" addon; put the drums* and sqline* ogg's in the soundsource\data folder and the bassline1.ogg (stereo) in the soundeffect\data folder.
Just an idea for a new sort of game, mixing race, ball and music. The goal could be to put all the balls in the same area to get the complete song...
Feel free to comment
« Reply #14 on: January 13, 2011, 11:03:59 AM »
Just an idea for a new sort of game, mixing race, ball and music. The goal could be to put all the balls in the same area to get the complete song...
I like that idea  8)
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