Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
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01-10-2005 11:22
Another sound question An annoying thing that I just realized is that the microphone for hearing sounds appears to be at the camera position rather than at the location of your avatar. I regularly have the camera zoomed back so that I can see most of the avatar, but this creates a disturbing effect with looping sounds. Simply turning the AV around in place causes the volume of the sound to change because the camera is moving during this procedure. This creates the odd and disquieting effect that a sound such as a waterfall can be louder when you are looking away from it than when you are facing it. Because the camera is closer to the waterfall when you are looking away. Anyone have any solutions to this problem? Has this already been reported to LL as a bug or feature request?
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Prim Composer for 3dsMax -- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/
Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa
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Plaga Fool
Registered User
Join date: 22 Aug 2004
Posts: 26
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01-10-2005 11:32
Hmmm i don't think it's a bug but the way ur entity within world is perceived, as separated in avatar/client, being the avatar ur visual representation , but the client ur presence in-world. When you zoom out , in fact YOU are not in the place ur avatar is, but on the place ur camera is;
I never have the camera where the head of my av is, only when mouselook, so it would be schizoid to travel around with the cam as usual but hearing only what is around my avie, ...when the avie is prolly not in the vision field..
The way it is makes the image and sound you receive to be relationed all the time and i think it's better that way.
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Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
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01-10-2005 11:42
Plaga, as a friend of mine used to say, "I agree with you 100%, but..." It's just really weird to be walking away from something and have it's sound get louder as you are walking away or to turn to face it and have the sound get softer. It completely borks any sense of physical reality. And this is exactly what is happening with the microphone at the camera.
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Prim Composer for 3dsMax -- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/
Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa
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Plaga Fool
Registered User
Join date: 22 Aug 2004
Posts: 26
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01-10-2005 11:51
U mean the speaker at the camera.
And, i think that if u are asking for avatar-subjective feeling of the world u may enter subjective view wich is mouselook. If not, think that ur ears and eyes are the camera, because there is where they are hehe, imagine ur head is floating... astral projection... fun!
I use to think about the camera as an extension of the Avie senses i would like to have in RL.
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Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
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01-10-2005 12:01
From: Plaga Fool U mean the speaker at the camera.
LOL, no I'm pretty sure I mean the microphone. The speaker is in my laptop. 
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Prim Composer for 3dsMax -- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/
Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa
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Plaga Fool
Registered User
Join date: 22 Aug 2004
Posts: 26
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01-10-2005 12:09
lol
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