Hi, i’ve done everything from this tutorial, but i don’t hear 3d effect on environment sound (win7 x64) After that i copy-paste entire code from tutorial - nothing like 3d sound.
You have a multichannel sound configuration to hear it anyway?
yes
So that is windows? How have you configured the surround setup? Are you sure its not just Dolby Surround pass-through?
**So that is windows?
Windows seven, x64
**How have you configured the surround setup?
In game code?
**Are you sure its not just Dolby Surround pass-through?
I’m not. But what the difference?
The difference is that you need a dedicted multichannel output for doing “normal” multichannel sound. Like one connector for each loudspeaker. Dolby Digital encodes all six channels in one digital stream that you can output via a single digital (optical or coax) connection. So on a DVD this stream is already encoded in dolby surround and you can play it with a dolby copatible sound card. However jme cannot output in Dolby Digital since the format is copyrighted and you have to pay to use it.
Edit: Question about how you configud it is more like “how do you configure the hardware in windows?”
They works via loudspeakers and dual headphones (or something like that, i have a russian version of windows). In proporties their fornat 16bit, 48000Hz
I dont know if the simulated “surround” of windows is compatible with joal multichannel sound.
I’m having the same problem with the HelloAudio tutorial. Taking the direct code from the tutorial doesn’t create 3D sound even though it says it should. And I also went looking around the API to see if there was some other knob I could turn to make it work, but didn’t end up with any good results. Printing out values to the console shows that values are changing, but the sound remains fixed, no matter where I move in the virtual space.
It’s worth pointing out that I too am using Windows 7 64-bit.
And I’m trying my best to understand what the potential solution, posted above, means but I can’t comprehend it. Is there a simpler way to describe the solution?
Thanks!
The main problem is understanding what your sound card or computer vendor sold you as “3d sound”. Getting some 3d effect in some situation is not enough to support 3d audio for every situation I am afraid.
Allright, same problems for me and i’ve been making some research about it. Some developers has experienced problems with openAL when using stereo files but not mono when it arrives to windows systems. I did try using both OGG and Wav as mono exported but the 3d sound position still remains “global” instead of positioning. It’s wierd that we still can use openAL pitch/envoirment reverb, amplitude etc. without problems but it’s just the 3d sound positioning that wont work.
So what i would like is to have sort of report of what soundcard people are using who can get the 3d sound working. Else i belive it’s a bug with the listener positioning or something like that.
I’ve tested the sound on windows 7 32 and 64 bit, also tested on ubuntu newest version and same problems. one standard soundcard and one professional fireface 800 from RME. Now i really belive this is a issue of listener position wont update in the tutorial “hello audio”
Are you running with a nightly build or a stock alpha 4?
A week or two ago, I fixed positional audio. It used to always be relative to the listener and now it’s relative to “World” so the sounds are correctly positioned as you walk around. Mythruna now has random ambient sounds that come from specific locations around you… but you never will find that pesky cricket.
And I guess it’s a known limitation that positional audio only works with mono.
pspeed said:
Are you running with a nightly build or a stock alpha 4?
A week or two ago, I fixed positional audio. It used to always be relative to the listener and now it's relative to "World" so the sounds are correctly positioned as you walk around. Mythruna now has random ambient sounds that come from specific locations around you... but you never will find that pesky cricket. :)
And I guess it's a known limitation that positional audio only works with mono.
Nice! I'm using the Stock Alpha 4, I make an attemp to install nightly build right now cheers! :)
Haha Just discoverd it, I talked before i connected my brain. Thanks!
You just need to enable the nightly update center, no need to download anything by hand. Read the manual (press the F1 key on your keyboard) on how to enable the nightly updates.
Btw, was the hint at the start of the SDK not big enough?
ok now everything works perfectly, and my sounds are now positioned correctly Thanks alot!!!
I don’t get it
When I use the example the following happens:
The gunshot is 3d but fades up to a point, then even if you get a lot further it just stays the same.
The ambient sound isn’t 3d and stays at the same volume.
I have updated to the nightly build, and I don’t know what’s wrong.
The audio file must be mono for 3d sound and the ambient sound in the example is not mono. Try to use another sound file.
ok thanks!
Also, make sure you read carefully what setMaxDistance does:
http://hub.jmonkeyengine.org/javadoc/com/jme3/audio/AudioNode.html#setMaxDistance(float)
This tripped me up the first time I did sound with JME and so I beefed up the javadocs ^^ a little. Basically, max distance sets the distance at which the sound stops getting quieter. Beyond that distance the sound will be at a constant volume. So generally, set it really big.