summaryrefslogtreecommitdiffstats
path: root/www/devmaster/lesson7.html
diff options
context:
space:
mode:
Diffstat (limited to 'www/devmaster/lesson7.html')
-rw-r--r--www/devmaster/lesson7.html178
1 files changed, 178 insertions, 0 deletions
diff --git a/www/devmaster/lesson7.html b/www/devmaster/lesson7.html
new file mode 100644
index 0000000..ddb54a3
--- /dev/null
+++ b/www/devmaster/lesson7.html
@@ -0,0 +1,178 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
+<html>
+<head>
+<title>Untitled Document</title>
+<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
+<link rel="stylesheet" type="text/css" href="general.css">
+</head>
+<body>
+
+<div align="center">
+
+<IMG SRC="http://games.dev.java.net/images/navbar.gif" WIDTH=454 HEIGHT=43 BORDER=0 ALT="" USEMAP="#navbar_Map"></div>
+ <MAP NAME="navbar_Map">
+ <AREA SHAPE="rect" ALT="Wiki" COORDS="340,0,386,43" HREF="http://wiki.java.net/bin/view/Games">
+ <AREA SHAPE="rect" ALT="Weblogs" COORDS="286,0,339,43" HREF="http://weblogs.java.net/weblogs/project/games">
+ <AREA SHAPE="rect" ALT="Forums" COORDS="216,0,285,43" HREF="http://games.dev.java.net/forums">
+ <AREA SHAPE="rect" ALT="JavaGames Home" COORDS="91,0,215,43" HREF="http://community.java.net/games">
+ <AREA SHAPE="rect" ALT="www.java.net" COORDS="1,1,91,44" HREF="http://www.java.net" TARGET="_self">
+ </MAP><br>
+<br>
+OpenAL Tutorials from DevMaster.net. Reprinted with Permission.<br>
+<br>
+<table border="0" cellspacing="0" style="border-collapse: collapse" width="100%" cellpadding="0" id="AutoNumber1" height="12" bgcolor="#666699">
+ <tr>
+ <td width="47%" height="12" valign="middle"><p><b><font color="#FFFFFF">OpenAL
+ Tutorials</font></b></p></td>
+ <td width="53%" height="12" align="right" valign="middle"><p align="right"><a href="http://devmaster.net/"><font color="#66FF99">DevMaster.net</font></a></p></td>
+ </tr>
+</table>
+<p class="ArticleTitle"><font size="5">The Doppler Effect<br>
+ </font><font color="#000000" size="4"><strong>Lesson 7</strong></font></p>
+<p align="right" class="ArticleAuthor">Author: <a href="mailto:[email protected]">Jesse
+ Maurais</a><br>
+ Adapted For Java By: <a href="mailto:[email protected]">Athomas Goldberg</a></p>
+<h1>A Look at Real-World Physics</h1>
+<p>I know this will be boring review for anyone with a course in high school
+physics, but lets humour ourselves. The Doppler effect can be a very tricky
+concept for some people, but it is a logical process, and kind of interesting
+when you get right down to it. To begin understanding the Doppler effect we
+first must start to understand what a &quot;sound&quot; really is. Basically a sound is
+your minds interpretation of a compression wave that is traveling through the
+air. Whenever the air becomes disturbed it starts a wave which compresses the
+air particles around it. This wave travels outward from it's point of origin.
+Consider the following diagram.</p>
+<p><img src="sound_waves.jpg" width="150" height="132" hspace="5" vspace="0" border="0" align="left">In this diagram
+(on the left) the big red &quot;S&quot; stands for the sources position, and the big
+red &quot;L&quot; stands for (you guessed it), the Listener's position. Both source and
+Listener are not moving. The source is emitting compression waves outward, which
+are represented in this diagram by the blue circles. The Listener is
+experiencing the sound exactly as it is being made in this diagram. The Doppler
+effect is not actually present in this example since there is no motion; the
+Doppler effect only describes the warping of sound due to motion.</p>
+<p>What you should try to do is picture this diagram animated. When the source
+emits a wave (the circles) it will look as though it is growing away from it's
+point of origin, which is the sources position. A good example of a similar
+effect is the ripples in a pond. When you throw a pebble into a calm body of
+water it will emit waves which constantly move away from the point of impact.
+Believe it or not this occurs from the exact same physical properties. But what
+does this have to do with the Doppler effect? Check out the next diagram (on the
+right).</p>
+
+<p>
+<img src="doppler_effect.jpg" width="150" height="132" hspace="5" border="0" align="right">Wow, what's going on here? The source is now in motion, indicated by the
+little red arrow. In fact the source is now moving towards the Listener with an
+implied velocity. Notice particularly that the waves (circles) are being
+displaced inside each other. The displacement follows the approximate path of
+the source which emits them. This is the key to the Doppler effect. Essentially
+what has happened is that the source has emitted a wave at different points in
+it's path of travel. The waves it emits do not move with it, but continue on
+their own path of travel from the point they were emitted.</p>
+<p>So how does this effect the perceived sound by the Listener? Well, notice too
+in the last diagram that the waves (circles) that are between the source and the
+Listener are kind of compressed together. This will cause the sound waves to run
+together, which in turn causes the perceived sound seem like it's faster. What
+we are talking about here is frequency. The distances between the waves effects
+the frequency of the sound. When the source that emits the sound is in motion,
+it causes a change in frequency. You may notice too that distance between the
+waves varies at different points in space. For example, on the opposite side of
+the moving source (anywhere along the previous path of travel) the distances are
+actually wider, so the frequency will be lower (the distance and frequency have
+an inverse relationship). What this implies is that the frequency perceived by
+the Listener is relative to where the Listener is standing. </p>
+<p>The motion of the Listener can also affect the frequency. This one is a
+little harder to picture though. If the source is still, and the Listener is
+moving toward the source, then the perceived frequency by the Listener will be
+warped in the same exact manner that we described for the moving source. </p>
+<p>If you still have trouble picturing this, consider the following two
+diagrams:</p>
+<p align="center"><img border="0" src="sin_wave.jpg" width="255" height="135">&nbsp;&nbsp;
+<img border="0" src="compress_sin_wave.jpg" width="255" height="135"></p>
+<p>These two diagrams will represent the sound in the form of a sine wave. Look
+at the first one. Think of the peaks as the instance of the wave. The very top
+point of the wave will be the same as the instance of the blue circle in the
+previous set of diagrams. The valleys will be like the spaces in between the
+blue circles. The second diagram represents a compressed wave. When you compare
+the two you will notice an obvious difference. The second diagram simply has
+more wave occurrences in the same amount of space. Other ways of saying this are
+that they occur more often, with a greater regularity, or with a greater
+frequency. </p>
+<p>For anyone who is interested in some added information: The velocity of the
+waves is the speed of sound. If the velocity of the source is greater than that
+of the wave, then the source is breaking the sound barrier.</p>
+<h1>The Physics of OpenAL</h1>
+
+<p>Ok, either you have understood my ramblings on the Doppler effect from above,
+or you have skipped it because you already have full knowledge of the Doppler
+effect and just want to know how it effects the OpenAL rendering pipeline. I
+think the best start to his section will be to quote the OpenAL spec directly:</p>
+<blockquote>
+ <p><i>&quot;The Doppler Effect depends on the velocities of Source and Listener
+ relative to the medium, and the propagation speed of sound in that medium.&quot; -
+ chapter 3, subsection 7&quot;</i></p>
+</blockquote>
+<p>We can take this to mean that there are 3 factors which are going to affect
+the final frequency of the sound heard by the Listener. These factors are the
+velocity of the source, the velocity of the Listener, and a predefined speed of
+sound. </p>
+<p>When we refer to a &quot;medium&quot;, what we mean is the kind of material that both
+the source and Listener are &quot;in&quot;. For example, sounds that are heard from
+underwater are much different than sounds that are heard in the open air. Air
+and water are examples of different mediums. The reason that sound is so
+different between these mediums has to do with the particle density. As we said
+before, sound is nothing but the motion of particles in the air. In a medium
+with a much greater particle density the sound will be much different because
+the particles are in closer contact. When they are in closer contact it allows
+for the wave to travel much better. As an example of the opposite, think of
+outer space. In outer space there is an extremely low particle density. In fact
+there is only a few very light particles (mostly hydrogen) scattered about. This
+is why no sound can be heard from space. </p>
+
+<p>Ok, lets get back on topic. OpenAL calculates the Doppler effect internally
+for us, so we need only define a few parameters that will effect the
+calculation. We would do this in case we don't want a realistic rendering.
+Rather if want to exaggerate or deemphasize the effect. The calculation goes
+like this.</p>
+<p><span class="codeNormal">&nbsp;&nbsp;&nbsp; shift = DOPPLER_FACTOR * freq * (DOPPLER_VELOCITY
+- l.velocity) / (DOPPLER_VELOCITY + s.velocity)</span></p>
+<p>Constants are written in all caps to differentiate. The &quot;l&quot; and &quot;s&quot; variables
+are the Listener and source respectively. &quot;freq&quot; is the initial unaltered
+frequency of the emitting wave, and &quot;shift&quot; is the altered frequency of the
+wave. The term &quot;shift&quot; is the proper way to address the altered frequency and
+will be used from now on. This final shifted frequency will be sampled by OpenAL
+for all audio streaming that is affected. </p>
+
+<p>We already know that we can define the velocity of both source and Listener
+by using the 'AL_VELOCITY' field to 'alListenerfv' and 'alSourcefv'. The 'freq'
+parameter comes straight from the buffer properties when it was loaded from
+file. To set the constant values the following functions are provided for us.</p>
+<pre class=code><font color="#0000FF">public void </font>alDopplerFactor(<font color="#0000FF">float</font> factor);
+<font color="#0000FF">public void </font>alDopplerVelocity(<font color="#0000FF">float</font> velocity);
+</pre>
+<p>For 'alDopplerFactor' any non-negative value will suffice. Passing a negative
+value will raise an error of 'AL_INVALID_VALUE', and the whole command will be
+ignored. Passing zero is a perfectly valid argument. Doing this will disable the
+Doppler effect and may in fact help overall performance (but won't be as
+realistic). The effect of the Doppler factor will directly change the magnitude
+of the equation. A value of 1.0 will not change the effect at all. Passing
+anything between 0.0 and 1.0 will minimize the Doppler effect, and anything
+greater than 1.0 will maximize the effect. </p>
+<p>For 'alDopplerVelocity' any non-negative non-zero value will suffice. Passing
+either a negative or a zero will raise an error of 'AL_INVALID_VALUE', and the
+whole command will be ignored. The Doppler velocity is essentially the speed of
+sound. Setting this will be like setting how fast sound can move through the
+medium. OpenAL has no sense of medium, but setting the velocity will give the
+effect of a medium. OpenAL also has no sense of units (kilometer, miles,
+parsecs), so keep that in mind when you set this value so it is consistent with
+all other notions of units that you have defined.</p></p>
+<table border="0" cellspacing="1" style="border-collapse: collapse" width="100%" id="AutoNumber2" bgcolor="#666699">
+ <tr>
+ <td width="40%"> <p dir="ltr"><font color="#FFFFFF" size="2">� 2003 DevMaster.net.
+ All rights reserved.</font></td>
+ <td width="60%"> <p align="right" dir="ltr"><font size="2"><a href="mailto:[email protected]">
+ <font color="#FFFFFF">Contact us</font></a><font color="#FFFFFF"> if you
+ want to write for us or for any comments, suggestions, or feedback.</font></font></td>
+ </tr>
+</table>
+</body>
+</html>