So now that I had finished audio level attenuation over distance, it was then onto proximity… Or more specific, air absorption over distance.
After looking into the research for this part of the project I came to the conclusion that the maths for a realistic simulation is hard. Really hard. Way beyond my understanding and knowledge level.
I decided that I was just going to try to do it as realistically as possible, without going into all that complicated “lets just hurt Chris’ head for a few weeks” stuff.
It wasn’t fully working when I took this screenshot, but here’s a little glimpse of what to expect.
So basically as I’m writing all this up and getting it together I most likely won’t be putting much stuff (if anything) on here for a bit.
I am slightly ahead of the posts put on here work wise, but not to the deadline. So I’m going to get all that sorted first and then I’ll stagger some more posts out when the project is complete.
After a bit more play around with nodes, I have gotten the players position and the cubes position from the basic audio Unity 3D app mapped nicely onto the node object. Very wizard indeed.
If I have enough time at the end of the project, I will jazz it up a bit and use it as the basic audio over distance model on the final program.
It may also come in handy sooner than that. Although not next on the list, as I’m finishing off level over distance I’m researching more and more into reverb. Unity 3D uses something called reverb zones which are essentially triggers for different reverb settings. Why make something complicated if I can mangle this object to my will and have that create “reverb zones”
Nodes are pretty wizard. I came across them in Max/MSP while working on a UI concept for the final program.
Basically, it’s a Max/MSP object that not only shows a mouse/cursor position on an XY pad… But circular objects can be placed on it too. The objects can be changed in size and can overlap each other. When the cursor is placed within one of these objects, the scale between 0. and 1. will increase/decrease in relation to the distance of the centre point of that circle.
It’s very similar to what I achieved with the basic level model. I may redo that model for the final program using this new method. It certainly looks better, it makes the Max patch more simple and it may save resources too.
You want to see the UI I’ve got in mind? Here is what I’m working on…
I’ve noticed that Max has an update that I’m not currently running.
For stability sake though I’m going to keep on Max 6.1.2… Like I done with Unity 3D. I know there “won’t” be any issues, but if something does go kapoop my project is over there and then.
I need to remind myself to upgrade and switch back to 64-bit mode once this project is complete though. What better place than here? consider yourself reminded, me.
I was going to upgrade to the latest version of Unity 3D but on further reflection maybe its best not to. The newest version works fine and plays nice, that’s not an issue. I just figured I shouldn’t really be switching versions mid-way through a project, it doesn’t seem… safe.
I may return to the newest version later in the project (there may be a few desirable changes such as realtime shadows that tempt me). As for now though I will be sticking with Unity 4.1.5.
On a similar note, I did upgrade Sketchup during this project. But that is because it is not an integral part of this project. It will not interfere with the study if Sketchup breaks, as there is the backup of either using an older version or to use Unity 3D itself to create the demo scene maps.
There’s an even newer version of Unity 3D now (4.3.3)… I must have been / am way behind.