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2 files changed, 194 insertions, 185 deletions
diff --git a/www/devmaster/lesson6.html b/www/devmaster/lesson6.html
index 3a0c5ee..36e3660 100644
--- a/www/devmaster/lesson6.html
+++ b/www/devmaster/lesson6.html
@@ -32,16 +32,17 @@ OpenAL Tutorials from DevMaster.net. Reprinted with Permission.<br>
<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>
-<p>We've been doing some pretty simple stuff up until now that didn't require
- us to be very precise in the way we've handled things. The reason for this is
- that we have been writing code for simplicity in order to learn easier, rather
- that for robustness. Since we are going to move into some advanced stuff soon
- we will take some time to learn the proper ways. Most importantly we will learn
- a more advanced way of handling errors. We will also reorganize the way we have
- been loading audio data. There wasn't anything wrong with our methods in particular,
- but we will need a more organized and flexible approach to the process.</p>
-<p>We will first consider a few functions that will help us out a lot by the time
- we have finished.</p>
+<p align="justify">We've been doing some pretty simple stuff up until now that
+ didn't require us to be very precise in the way we've handled things. The reason
+ for this is that we have been writing code for simplicity in order to learn
+ easier, rather that for robustness. Since we are going to move into some advanced
+ stuff soon we will take some time to learn the proper ways. Most importantly
+ we will learn a more advanced way of handling errors. We will also reorganize
+ the way we have been loading audio data. There wasn't anything wrong with our
+ methods in particular, but we will need a more organized and flexible approach
+ to the process.</p>
+<p align="justify">We will first consider a few functions that will help us out
+ a lot by the time we have finished.</p>
<pre class=code><font color="#0000FF"><span class=codeComment><font color="#006600">/**
* 1) Identify the error code.
* 2) Return the error as a string.
@@ -99,13 +100,13 @@ public static int </font>loadALBuffer(String path) <font color="#0000FF">throws<
<font color="#0000FF">private static</font> Vector buffers = <font color="#0000FF">new</font> Vector(); <span class=codeComment><font color="#006600">// Holds all loaded buffers.</font></span><font color="#006600">
</font><font color="#0000FF">private static</font> Vector sources<font color="#006600"> = <font color="#0000FF">new</font> </font>Vector();<font color="#006600"> <span class=codeComment>// Holds all validated sources.</span></font>
</pre>
-<p>Take a close look at the functions and try to understand what we are going
- to be doing. Basically what we are trying to create is a system in which we
- no longer have to worry about the relationship between buffers and sources.
- We can call for the creation of a source from a file and this system will handle
- the buffer's creation on it's own so we don't duplicate a buffer (have two buffers
- with the same data). This system will handle the buffers as a limited resource,
- and will handle that resource efficiently.</p>
+<p align="justify">Take a close look at the functions and try to understand what
+ we are going to be doing. Basically what we are trying to create is a system
+ in which we no longer have to worry about the relationship between buffers and
+ sources. We can call for the creation of a source from a file and this system
+ will handle the buffer's creation on it's own so we don't duplicate a buffer
+ (have two buffers with the same data). This system will handle the buffers as
+ a limited resource, and will handle that resource efficiently.</p>
<pre class=code><font color="#0000FF">public</font> String getALErrorString(<font color="#0000FF">int</font> err) {
<span class=codeKeyword><font color="#0000FF">switch</font></span>(err) {
<span class=codeKeyword><font color="#0000FF">case</font></span> AL.AL_NO_ERROR: <span class=codeKeyword><font color="#0000FF">return</font></span> "AL_NO_ERROR";
@@ -119,11 +120,11 @@ public static int </font>loadALBuffer(String path) <font color="#0000FF">throws<
}
</pre>
-<p>This function will convert an OpenAL error code to a string so it can be read
- on the console (or some other device). The OpenAL sdk says that the only exception
- that needs be looked for in the current version is the 'AL_OUT_OF_MEMORY' error.
- However, we will account for all the errors so that our code will be up to date
- with later versions.</p>
+<p align="justify">This function will convert an OpenAL error code to a string
+ so it can be read on the console (or some other device). The OpenAL sdk says
+ that the only exception that needs be looked for in the current version is the
+ 'AL_OUT_OF_MEMORY' error. However, we will account for all the errors so that
+ our code will be up to date with later versions.</p>
<pre class=code><font color="#0000FF">public</font> String getALCErrorString(<font color="#0000FF">int</font> err) {
<span class=codeKeyword><font color="#0000FF">switch</font></span>(err) {
<span class=codeKeyword><font color="#0000FF">case</font></span> ALC_NO_ERROR: <span class=codeKeyword><font color="#0000FF">return</font></span> "ALC_NO_ERROR";
@@ -137,14 +138,15 @@ public static int </font>loadALBuffer(String path) <font color="#0000FF">throws<
}
</pre>
-<p>This function will perform a similar task as the previous one accept this one
- will interpret Alc errors. OpenAL and Alc share common id's, but not common
- enough and not dissimilar enough to use the same function for both.</p>
-<p>One more note about the function 'alGetError': The OpenAL sdk defines that
- it only holds a single error at a time (i.e. there is no stacking). When the
- function is invoked it will return the first error that it has received, and
- then clear the error bit to 'AL_NO_ERROR'. In other words an error will only
- be stored in the error bit if no previous error is already stored there.</p>
+<p align="justify">This function will perform a similar task as the previous one
+ accept this one will interpret Alc errors. OpenAL and Alc share common id's,
+ but not common enough and not dissimilar enough to use the same function for
+ both.</p>
+<p align="justify">One more note about the function 'alGetError': The OpenAL sdk
+ defines that it only holds a single error at a time (i.e. there is no stacking).
+ When the function is invoked it will return the first error that it has received,
+ and then clear the error bit to 'AL_NO_ERROR'. In other words an error will
+ only be stored in the error bit if no previous error is already stored there.</p>
<pre class=code><font color="#0000FF">public int</font> loadALBuffer(String path) <font color="#0000FF">throws</font> IOException {
<span class=codeComment><font color="#006600">// Variables to store data which defines the buffer.</font></span>
<font color="#0000FF">int</font>[] format = <font color="#0000FF">new int</font>[1];
@@ -187,11 +189,12 @@ public static int </font>loadALBuffer(String path) <font color="#0000FF">throws<
</font> <span class=codeKeyword><font color="#0000FF">return</font></span> buffer[0];
}
</pre>
-<p>As you can see we do an error check at every possible phase of the load. Any
- number of things can happen at this point which will cause an error to be thrown.
- There could be no more system memory either for the buffer creation or the data
- to be loaded, the wav file itself may not even exist, or an invalid value can
- be passed to any one of the OpenAL functions which will generate an error.</p>
+<p align="justify">As you can see we do an error check at every possible phase
+ of the load. Any number of things can happen at this point which will cause
+ an error to be thrown. There could be no more system memory either for the buffer
+ creation or the data to be loaded, the wav file itself may not even exist, or
+ an invalid value can be passed to any one of the OpenAL functions which will
+ generate an error.</p>
<pre class=code><font color="#0000FF">public int </font>getLoadedALBuffer(String path) <font color="0000ff">throws</font> IOException {
<span class=codeKeyword><font color="#0000FF">int</font></span> count = 0; <span class=codeComment><font color="#006600">// 'count' will be an index to the buffer list.</font></span>
@@ -220,16 +223,16 @@ public static int </font>loadALBuffer(String path) <font color="#0000FF">throws<
}
</pre>
-<p>This will probably be the piece of code most people have trouble with, but
- it's really not that complex. We are doing a search through a list which contains
- the file paths of all the wav's we have loaded so far. If one of the paths matches
- the one we want to load, we will simply return the id to the buffer we loaded
- it into the first time. This way as long as we consistently load our files through
- this function, we will never have buffers wasted due to duplication. Every file
- loaded this way must also be kept track of with it's own list. The 'buffers'
- list is parallel to the 'loadedFiles' list. What I mean by this is that every
- buffer in the index of 'buffers', is the same path of the index in 'loadedFiles'
- from which that buffer was created.</p>
+<p align="justify">This will probably be the piece of code most people have trouble
+ with, but it's really not that complex. We are doing a search through a list
+ which contains the file paths of all the wav's we have loaded so far. If one
+ of the paths matches the one we want to load, we will simply return the id to
+ the buffer we loaded it into the first time. This way as long as we consistently
+ load our files through this function, we will never have buffers wasted due
+ to duplication. Every file loaded this way must also be kept track of with it's
+ own list. The 'buffers' list is parallel to the 'loadedFiles' list. What I mean
+ by this is that every buffer in the index of 'buffers', is the same path of
+ the index in 'loadedFiles' from which that buffer was created.</p>
<pre class=code><font color="#0000FF">public static int </font>loadALSample(String path, <span class=codeKeyword><font color="#0000FF">boolean</font></span> loop) <font color="0000ff">throws</font> IOException {
<font color="#0000FF">int</font>[] source = <font color="0000ff">new int</font>[1];
<font color="0000ff">int</font> buffer;
@@ -260,11 +263,11 @@ public static int </font>loadALBuffer(String path) <font color="#0000FF">throws<
<span class=codeKeyword><font color="0000ff">return</font></span> source[0];
}
</pre>
-<p>Now that we have created a system which will handle the buffers for us, we
- just need an extension to it that will get the sources. In this code we obtain
- the result of a search for the file, which is the buffer id that the file was
- loaded into. This buffer is bound to the new source. We save the source id internally
- and also return it.</p>
+<p align="justify">Now that we have created a system which will handle the buffers
+ for us, we just need an extension to it that will get the sources. In this code
+ we obtain the result of a search for the file, which is the buffer id that the
+ file was loaded into. This buffer is bound to the new source. We save the source
+ id internally and also return it.</p>
<pre class=code><span class=codeKeyword><font color="#0000FF">public static void</font></span><font color="#0000FF"> </font>killALLoadedData() {
loadedFiles.clear();
}
@@ -287,13 +290,13 @@ public static int </font>loadALBuffer(String path) <font color="#0000FF">throws<
}
</pre>
-<p>We have seen the function in previous tutorials. It will represent the part
- of a program which loads all wav's used by the program. In it we can see why
- our system is useful. Even though we have made a call to load the same wav file
- into two distinct sources, the buffer for the file 'phaser.wav' will only be
- created once, and the sources 'gPhaser1' and 'gPhaser2' will both use that buffer
- for playback. There is no more concern for handling buffers because the system
- will handle them automatically.</p>
+<p align="justify">We have seen the function in previous tutorials. It will represent
+ the part of a program which loads all wav's used by the program. In it we can
+ see why our system is useful. Even though we have made a call to load the same
+ wav file into two distinct sources, the buffer for the file 'phaser.wav' will
+ only be created once, and the sources 'gPhaser1' and 'gPhaser2' will both use
+ that buffer for playback. There is no more concern for handling buffers because
+ the system will handle them automatically.</p>
<pre class=code><span class=codeKeyword><font color="#0000FF">public static void</font></span><font color="#0000FF"> </font>killALData()
{
<font color="006600"> <span class=codeComment>// Release all buffer data.</span>
@@ -311,10 +314,10 @@ public static int </font>loadALBuffer(String path) <font color="#0000FF">throws<
sources.clear();
}
</pre>
-<p>All along we have been storing the buffer and source id's into stl vectors.
- We free all the buffers and sources by going through them and releasing them
- individually. After which we destroy the lists themselves. All we need to do
- now is catch the OpenAL errors that we have thrown.</p>
+<p align="justify">All along we have been storing the buffer and source id's into
+ stl vectors. We free all the buffers and sources by going through them and releasing
+ them individually. After which we destroy the lists themselves. All we need
+ to do now is catch the OpenAL errors that we have thrown.</p>
<pre class=code> <span class=codeKeyword><font color="#0000FF">try</font></span> {
initOpenAL();
loadALData();
@@ -323,14 +326,14 @@ public static int </font>loadALBuffer(String path) <font color="#0000FF">throws<
}
</pre>
-<p>If something has gone wrong during the course of the load we will be notified
- of it right away. When we catch the error it will be reported on the console.
- We can use this for debugging or general error reporting. </p>
-<p>That's it. A more advanced way of reporting errors, and a more robust way of
- loading your wav files. We may find we need to do some modifications in the
- future to allow for more flexibility, but for now we will be using this source
- for basic file loading in future tutorials. Expect future tutorials to expand
- on this code.</p>
+<p align="justify">If something has gone wrong during the course of the load we
+ will be notified of it right away. When we catch the error it will be reported
+ on the console. We can use this for debugging or general error reporting. </p>
+<p align="justify">That's it. A more advanced way of reporting errors, and a more
+ robust way of loading your wav files. We may find we need to do some modifications
+ in the future to allow for more flexibility, but for now we will be using this
+ source for basic file loading in future tutorials. Expect future tutorials to
+ expand on this code.</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.
diff --git a/www/devmaster/lesson7.html b/www/devmaster/lesson7.html
index ddb54a3..4a716da 100644
--- a/www/devmaster/lesson7.html
+++ b/www/devmaster/lesson7.html
@@ -33,138 +33,144 @@ OpenAL Tutorials from DevMaster.net. Reprinted with Permission.<br>
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 align="justify">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 align="justify"><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 align="justify">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 align="justify"> <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 align="justify">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 align="justify">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>
+<p align="justify">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 align="justify">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>
+<p align="justify">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>
+ <p align="justify"><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 align="justify">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 align="justify">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 align="justify">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 align="justify">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>
+<p align="justify">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>
+<p align="justify">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 align="justify">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>
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