Author Topic: BASS 3D Functions and Live!  (Read 3631 times)

lettique

  • Posts: 2
BASS 3D Functions and Live!
« on: 24 May '03 - 15:59 »
Hello everybody

I'd like to ask a question about one thing:

Once I played a bit with DSound 3D functions and adnoticed one thing that Sound Distance are treaten in wrong way on my Live! with HW mixing. Later when I was looking around to find out what was going on I heard that this is common problem on Live! cards. But when creating DSound buffers with _LOCSOFTWARE the problem went away but all mixing was done by the CPU. My question is: how does BASS take care of this thing??

Regards

Ian @ un4seen

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  • Posts: 26028
Re: BASS 3D Functions and Live!
« Reply #1 on: 24 May '03 - 17:05 »
You can force 3D samples to use software mixing, by using the BASS_SAMPLE_SOFTWARE flag when you call BASS_SampleLoad. You can't currently force 3D streams to use software mixing, though it wouldn't be a problem to add the option in the next release :)

lettique

  • Posts: 2
Re: BASS 3D Functions and Live!
« Reply #2 on: 24 May '03 - 18:53 »
Thanks for your answer.

To be specific, when asking the previous question I had in mind if Bass uses own software mixing engine or DSound ;)

Anyway such flag might be useful.

I played a bit with Play3DSound example from DSound SDK and adnoticed the same wrong behaviour. But later I played with 3dtest from BASS package and the sound seemed to quiet down with distance. If BASS uses HW mixing based on DSound, so where's the hack?? Maybe I misunderstood conception of 3D sound?? I tested with RollOff 1.0f for sure.

Regards

Ian @ un4seen

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  • Posts: 26028
Re: BASS 3D Functions and Live!
« Reply #3 on: 26 May '03 - 16:11 »
http://un4seen.com/YaBB.cgi?board=bass&action=display&num=1023994467#1

A channel's "minimum distance" determines how quickly the sound fades away with distance. Try playing around with that setting :)