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Very cool. Strangely enough on my computer the right and left seem to be reversed.
My speaker connections look ok, but maybe I've done something
wrong. Very cool animation anyway.
Rune wrote:
> I've been tinkering a little with JOAL. JOAL is Java Bindings for OpenAL.
> https://joal.dev.java.net/
>
> OpenAL is a cross-platform 3D audio API appropriate for use with gaming
> applications and many other types of audio applications.
> http://www.openal.org/
>
> The point of it all is that I've attached sound emitters (so-called sources)
> to some points in my POV-Ray scene and written a java program to "render"
> the sound. This is my first test of the system. View the animation with your
> speakers turned on of course.
>
> There seems to be a little silence in the start and end of the animation - I
> don't know why.
>
> The complete scene file for the attached animation is below.
>
>
> // +kf10 +kc +kff300
>
> #declare camera_location = <0,0.3,1.2-0.5*clock>;
> #declare camera_forward = z+0.1*x*clock;
> #declare camera_up = y;
>
> #declare ship1_translate = <sin(clock*2*pi/5)*10,0,1>;
> #declare ship2_translate = <1,0.6,cos(clock*2*pi/5)*10>;
>
> camera {
> location camera_location
> look_at camera_location+camera_forward
> up camera_up
> }
>
> light_source {<1,2,-3>*1000, color 0.5*<1,1,0.7>}
> light_source {<0,3,-1>*1000, color 1*<0.7,0.7,1>}
>
> sky_sphere {
> pigment {gradient y color_map {[0,rgb 1][1,blue 1]}}
> }
>
> superellipsoid {
> <0.2,0.2> scale <0.3,0.2,0.2> translate ship1_translate+0.2*y
> pigment {blue 1} finish {reflection 0.2}
> }
> sphere {
> 0, 1 scale <0.2,0.2,0.4> translate ship2_translate
> pigment {red 1} finish {reflection 0.2}
> }
> plane {y, 0 pigment {checker rgb 1, rgb 0.1 scale 0.2}}
>
> #include "povsound.inc"
>
> // START POVSOUND
> sound_start("soundtest.txt")
>
> sound_set_time(clock*1000)
>
> sound_set_gain(0.5)
> sound_set_dobbler_factor(1.0)
> sound_set_dobbler_velocity(100)
>
> sound_set_listener(camera_location,camera_forward,camera_up)
>
> // name starttime endtime translate gain pitch
> sound_point("ship1", 1000*0, 1000*10, ship1_translate, 2.0, 1.0)
> // name sound_filename time
> sound_point_loop("ship1","wavdata/engine.wav",1000*0)
>
> // name starttime endtime translate gain pitch
> sound_point("ship2", 1000*0, 1000*10, ship2_translate, 1.0, 1.0)
> // name sound_filename time
> sound_point_loop("ship2","wavdata/hovercraft.wav",1000*0)
>
> sound_end()
> // END POVSOUND
>
>
> Rune
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