by Jojon » Sat Dec 24, 2011 3:26 am
There is no end to the things I do not know.:)
Yes; I do remember that cameras have velocity- and velocity change-rate parameters, which (like many many others) I have never managed to get to make any difference, nor find any permissable ranges for (e.g. I have never managed to make a circle cam, that doesn't sloooowly try to catch up with my avatar, which has long since walked out of frame. :P )
At any rate; It just seemed reasonable to me that the listener would simply directly inherit its position from whatever it is attached to; be that an instance of an avatar camera brain, or any other and that that would implicitly mean its ("current" as opposed to "nominal") travelling speed would be directly inherited as well...
So since the value is there; That led me to wonder whether it is used in the audio processing pipeline, in any way. E.g. I've never thought to look whether there is any in-game delay before the sound made by a distant event reaches you, dependent on how far it is, or whether positions are predicted, in order to mask lagging, or even whether there is any doppler effect pitch shifts, or whether any of those would work both with and without EAX -- I've just expected none of those things.
Ooook, sorry for rambling.