[ODE] ode and sound effects

DjArcas djarcas at hotmail.com
Thu Jan 15 09:56:35 MST 2004


How would the angular velocity of a body affect the sound it makes? (in the
real world I'm sure it would affect the soundwaves in some fashion, but
generally speaking all you can change is pitch and volume, and EQ if you're
lucky)

----- Original Message ----- 
From: "Luca Romagnoli" <lucak at qubica.net>
To: "DjArcas" <djarcas at hotmail.com>; "Jon Watte"
<hplus-ode at mindcontrol.org>; <ode at q12.org>; "Manohar B.S"
<sciphilog at yahoo.com>
Sent: Thursday, January 15, 2004 7:58 AM
Subject: Re: [ODE] ode and sound effects


> dear friends of virtual world,
> thank you for your answers.
> i'm using cylinders and i wish to consider the angular velocity of the
body
> to obtain a very realistic sound effects.
> do you know some ode's function to obtain the famous Vp=Vg+(angularVel  X
p)
> so i can obtain the real speed vector(Vp) of the colliding point p?
>
> i think, the energy method is a clever idea but is it easy to implent it
in
> ode? if we have more that 2 bodies colliding at the same time with our
ref.
> body?
>
> PS: if someone has code ready it should be interesting to include it to
ode
> lib, if the ode's bosses agree.
>
>
> ----- Original Message ----- 
> From: "DjArcas" <djarcas at hotmail.com>
> To: "Jon Watte" <hplus-ode at mindcontrol.org>; "Luca Romagnoli"
> <lucak at qubica.net>; <ode at q12.org>
> Sent: Wednesday, January 14, 2004 8:32 AM
> Subject: Re: [ODE] ode and sound effects
>
>
> > I would suggest you actually get the impulse magnitude. (That's the
system
> I
> > used in MotoGP and Burnout2)
> >
> > IIRC, that's the relative speed of the two bodies multiplied by their
> mass.
> >
> > Adam
> >
> > ----- Original Message ----- 
> > From: "Jon Watte" <hplus-ode at mindcontrol.org>
> > To: "Luca Romagnoli" <lucak at qubica.net>; <ode at q12.org>
> > Sent: Tuesday, January 13, 2004 2:17 PM
> > Subject: RE: [ODE] ode and sound effects
> >
> >
> > >
> > >
> > > Just get the relative speed of the two bodies colliding.
> > >
> > > Something like this:
> > >
> > > Vec3 velA, velB;
> > > dBodyID bodyA = dGeomGetBody( bodyA );
> > > dBodyID bodyB = dGeomGetBody( bodyB );
> > > dBodyGetLienarVel( bodyA, velA );
> > > dBodyGetLinearVel( bodyB, velB );
> > > velA -= velB;
> > > float relativeSpeed = sqrtf( velA.LengthSquared() );
> > >
> > >
> > > Cheers,
> > >
> > > / h+
> > >
> > > -----Original Message-----
> > > From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of
Luca
> > > Romagnoli
> > > Sent: Tuesday, January 13, 2004 8:33 AM
> > > To: ode at q12.org
> > > Subject: [ODE] ode and sound effects
> > >
> > >
> > > 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
> > >
> > >
> > >
> > > _______________________________________________
> > > ODE mailing list
> > > ODE at q12.org
> > > http://q12.org/mailman/listinfo/ode
> > >
>
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