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sound panning in GM:S


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#1 MonDieu

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Posted 22 May 2012 - 08:55 PM

where can I find some instructions about this? The manuall doesn´t help at all. I have a spaceship that can shoot left and/or right and want the soundeffect to pan respsectively.
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#2 rwkay

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Posted 22 May 2012 - 09:05 PM

There is no sound panning in GameMaker:Studio - in the current version at least, basically the API for audio has changed considerably and audio subsystems no longer handle just a stereo sound setup - in the future we will be revising the audio api and adding 3d sound back in, in a cross platform way, which will allow positioning sound in space, this will effectively bring back panning in a supportable fashion.

Russell
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#3 MonDieu

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Posted 22 May 2012 - 09:11 PM

There is no sound panning in GameMaker:Studio - in the current version at least, basically the API for audio has changed considerably and audio subsystems no longer handle just a stereo sound setup - in the future we will be revising the audio api and adding 3d sound back in, in a cross platform way, which will allow positioning sound in space, this will effectively bring back panning in a supportable fashion.

Russell


ok then looking forward to that :) thx
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#4 alexandervrs

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Posted 22 May 2012 - 09:12 PM

Wow 3D sound in the future?
I personally would be just fine with just pitch and pan as far as sound effects go. But this sounds even more promising!
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#5 zehevi

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Posted 24 May 2012 - 09:59 PM

This is a terrible news for me, I was sure 3D sound is taking part in GM:S.
My current project is using 3D sound as the main feature of the APP.

Russell, will this feature be added in the near future?
I just don't wanna spend 298$ for something that can't provide my required features.
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#6 Arusiasotto

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Posted 24 May 2012 - 10:10 PM

Sound has been a very large issue with GMS since inception. Not sure why you planned a 3D sound game when the program can barely handle stereo sound. Or why the program was released before it was completed. You may be able to tweak one of the windows extensions into working, but it would be windows only, and I can't guarantee they will ever work as they are.

Edit:
Some awesome guys over in Extensions got FMOD working for windows
http://gmc.yoyogames...howtopic=333705
This might let you do what you want.

Edited by Arusiasotto, 24 May 2012 - 10:18 PM.

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#7 zehevi

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Posted 24 May 2012 - 10:41 PM

Sound has been a very large issue with GMS since inception. Not sure why you planned a 3D sound game when the program can barely handle stereo sound. Or why the program was released before it was completed. You may be able to tweak one of the windows extensions into working, but it would be windows only, and I can't guarantee they will ever work as they are.

Edit:
Some awesome guys over in Extensions got FMOD working for windows
http://gmc.yoyogames...howtopic=333705
This might let you do what you want.


Thanks for the reply.
I'm already capable of achieving a 3D sound and unfortunatly FMOD won't help since GM:S doesn't work with extensions.
This is why I asked if 3D sound support will be added, and when.

I'm using GM since version 3? (around 2001) and I was so excited when I heard about a cross-platform GM!
And so, this is probably the only thing between my wallet and GM:S.
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#8 Nocturne

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Posted 24 May 2012 - 11:01 PM

GM:S works fine with extensions... you just have to pick the right one for the right platform. If it is a windows game, then you can use dll's fine. As for better sound support, it's coming but it will take a while... sorry.
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#9 scurvycapn

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Posted 24 May 2012 - 11:10 PM

Any plans for the new sound system to allow us to stop particular instances of a sound, rather than stopping all playing instances of a particular sound?
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#10 Nocturne

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Posted 24 May 2012 - 11:16 PM

I do not know any details of what is planned. Posted Image
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#11 Crhonos

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Posted 25 May 2012 - 12:40 AM

You could program to change the volume of the sound as the object emiting it aproaches or moves away of the object hearing it.
Also for extensions, you could get one Dll, one Dylib, one Js extensions(and wathever Ios and Android uses), with the same, or close functions, and use gml scripts to handle wich one will be used at each platform, this way you would need just to code one time for all platform.
Ex:
changevolscript:
if os==os_mac{sounddylib_volume(argument0)}else{
if os==os_win{fmod_volume(argument0)}else{}//etc
}

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#12 Lemoncreme

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Posted 22 June 2012 - 12:20 AM

sound_3d_set_sound_position(snd,x,y,z)
sound_3d_set_sound_velocity(snd,x,y,z)
sound_3d_set_sound_distance(snd,mindist,maxdist)
sound_3d_set_sound_cone(snd,x,y,z,anglein,angleout,voloutside)

I have no CLUE why people are saying GM has no 3D sound.
THERE ARE DOZENS OF FUNCTIONS FOR 3D SOUNDS.
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#13 scurvycapn

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Posted 22 June 2012 - 01:49 AM

sound_3d_set_sound_position(snd,x,y,z)
sound_3d_set_sound_velocity(snd,x,y,z)
sound_3d_set_sound_distance(snd,mindist,maxdist)
sound_3d_set_sound_cone(snd,x,y,z,anglein,angleout,voloutside)

I have no CLUE why people are saying GM has no 3D sound.
THERE ARE DOZENS OF FUNCTIONS FOR 3D SOUNDS.

Take a quick look at the GM:Studio help file. Those methods are obsolete.
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#14 Mr. RPG

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Posted 22 June 2012 - 02:57 AM

I do not know any details of what is planned. Posted Image


More like "I cannot tell you about the exciting features being planned for the future." Posted Image
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#15 daz

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Posted 22 June 2012 - 03:46 AM


I do not know any details of what is planned. Posted Image


More like "I cannot tell you about the exciting features being planned for the future." Posted Image

Given his job description I would not find it surprising at all if he didn't know
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#16 Mike.Dailly

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Posted 22 June 2012 - 07:33 AM

Yes... the new sound system is a "proper" one that will allow full control over audio.
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#17 Player Zero

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Posted 22 June 2012 - 07:28 PM

While I'm not intending to use sound panning, sound has been an issue for me. Every sound I've used sounds totally different in the HTML5 export to what it should.

I realise that Chrome has sound issues of its own, and Firefox probably likewise. But is there any prospect of getting a more authentic sound reproduction in HTML5 given the browser issues?
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#18 cotycrg

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Posted 22 June 2012 - 09:33 PM

Yes... the new sound system is a "proper" one that will allow full control over audio.

Can't wait! I last heard it was "being worked on," is there any sort of ETA(I know, I know, you guys hate this question). But really, Q3, Q4?
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