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  • Written by . Posted at 7:38 am on March 2nd, 2010

    Where do you place the 3d sound listener in a split-screen game? Play the sound 4 times for 4 players?

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    15 comments.

    1. it would be dumb as fuck. make it the center of the map.


    2. Center of map? That’s stupid MMan.

      @MM i’ll just play the “loudest” sound. Like, when one player is near center, and other player is very far. Sound happens in center. I’ll play the “nearest player” volume of sound.


    3. youll wanna go Mono for this.


    4. Most games seem to just merge all players sound sources. As long as you avoid having 4x volume for every sound when people are close to each other this should be ok. Probably average rather than sum.


    5. You could play the left two players sound out of the left speaker and the right two players sound out of the right speaker. Each side’s audio could probably just be mixed.


    6. Mooseral

      Silver and Tinman have it right.


    7. niko šveikovsky

      VanBurgler has an excellent idea.


    8. Mix down the 4 players’ sounds


    9. YOULL WANNA GO MONO FOR THIS 😀 its the easiest and the most fair option.


    10. OR u could use and allusion techniqe. Make it so the player closet o the sound hears the object. The sound wouldn’t need to be played over two times.


    11. OFC this is a job for mono…


    12. Makron666

      Easy, find the best centre point, and play that. Or just play it 4 times for 4 players, although this will accomodate alot of sound voices, and unless people have a sound card, they only get about 64 in most cases. Also worth noting, most new sound cards have 128.


    13. Don’t worry about playing the sound multiple times. If you’re using any halfway decent sound API (OpenAL with a bit of work, FMOD) it’ll take as many samples as you can throw at it without worry. Simple positional audio is cheap.


    14. My idea is to only play the sounds happening inside the field of view of each of the four players. Sounds from “far away” would be totally blocked out/inexistent.
      So if i’m player 1 and i’m in the top left corner of the map, and I start shooting, then the only sound that comes out from the boxes is the sound that I, as player 1, would hear (full volume shooting). Any type of “shooting from the distance” that player 2 (who is far away) would hear in a network game doesn’t exist.

      So basically, you always just take the loudest sound of a certain action and play that. Nothing echoed or from far away. That way the game remains alive, no repetitive sounds, no mono, and all players are mighty aware of what is happening.


    15. Непременно лучшая запись на эту тему! Продолжайте в том же духе.


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