Unsatisfactory handling of sound falloff and source culling in ioquake3

Thilo Schulz arny at ats.s.bawue.de
Thu Oct 26 14:20:31 EDT 2006


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Hi,

While OpenAL has a huge impact on sound quality and definitely improves sound 
very much, there are problems that have been introduced with the support of 
it.
The first problem is a bad default value for s_alRolloff variable which is set 
to 0.8. Take a big map, put one player on one end of it, put another one in 
line of sight on the opposite side of the map and make one player jump. You 
will hear him jumping very loudly even though there's a distance that would 
translate in reality to maybe 200 yards - simply unrealistic and not realized 
like that with the original sound.
The second problem is that there doesnt seem to be any culling of sound 
sources if they exceed a certain distance (except for when there are too many 
sounds played.). Currently, you can clearly hear sources for multiple times 
the distance of the original sound, often even if the direct line of sight is 
obstructed by brushes. This effectively gives you similar advantages to a 
wallhack.
I'd like to change this behaviour to a more realistic one and cheat protect 
the variable s_alRolloff.

- -- 
Thilo Schulz
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