[ODE] ode and sound effects

DjArcas djarcas at hotmail.com
Wed Jan 14 09:56:29 MST 2004


That's a very intersting way of doing it! :)

However, if your friction is constant, then surely the amplitudes you're
getting back is simply ( speed * mass ) * friction constant?

----- Original Message ----- 
From: "Manohar B.S" <sciphilog at yahoo.com>
To: <ode at q12.org>
Cc: "Luca Romagnoli" <lucak at qubica.net>
Sent: Wednesday, January 14, 2004 8:55 AM
Subject: Re: [ODE] ode and sound effects


>
> I raised this question some time back in this mail
> archive, but didn't get much.
>
>  I did it like this:
>  When two bodies collide, b1 & b2, some % of total
> energy is lost. of this lost energy some is lost as
> sound.
>
>  Before Colission: E_total_before = E_b1 + E_b2;
>  After Colission : E_total_after = E_b1 + E_b2;
>
>  Sound_Amplitude = k * (E_total_before-E_total_after)
>  0 < k < 1
>
>  Energy, I mean Kinetic, or what ever.
>
>  I used OpenAL and FMOD to pleace the listner in the
> camera position. and the pleace of contact of b1 & b2
> can be used as the source of audio.
>
>  What you relly need to implment is a Sound Even
> Stack, which is an indepenednt thread. The colission
> event if significant, could be sent to the Sound Stack
> processor to render the sound texture.
>
>  For ground hitting I used sort of mummering sound.
> for others I used metal-metal hit sound.
>
>  Cheers
> Manohar
>
>
>
> --- Luca Romagnoli <lucak at qubica.net> wrote:
> > Hi Super Boies,
> > i'm using this fantastic library to develop a
> > realistic simulation so i want to play sound when
> > two or more bodies collide.
> > to do that i need the speed of a contact point
> > inside the nearCallback function of a specific rigid
> > body.
> > Have someone this function and can you share it with
> > us?
> > thank you very much>
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