Audio Facilities In Openspace

Post here your questions about the OpenSpace 1.x or notify bugs and suggestions.

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Output Audio
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Joined: 11 Jan 2009, 02:43

Audio Facilities In Openspace

Post by Output Audio »

Hi.

I am an audio engineer currently working on a commercial project using Smartfox Pro and Openspace API’s. Having never used these engines, I have been trying to find out their audio capabilities

e.g. - compatible audio formats / samples rates / audio channels / processing functions etc

I have briefly reviewed the documentation but couldn’t find a reference to these facilities. Has anyone had experience in programming audio on these API’s, and could anyone point me in the right direction to find out this info?

Many Thanks
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Bax
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Post by Bax »

OpenSpace has nothing to do with audio related features.
SmartFoxServer has audio streaming capabilities, which are provided through the RedBox add-on, which makes use of the Red5 streaming server (the open source alternative to Flash Media Server).
We suggest you to check the audio capabilities of the Flash Player.
Paolo Bax
The SmartFoxServer Team
sarf
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Joined: 15 Jan 2009, 06:26

Post by sarf »

I am also interested in hearing a more detailed response about how this would be setup..

Is it possible to have specific sounds played on trigger? For example the engine detects when the player is on a specific tile and then triggers a sound.

Is it possible to have the volume of a sound adjusted depending on the location of the avatar? For example as the player gets closer to a Waterfall the sound gets louder

Is it possible to play a specific sound on Event? IE: The player does an emote and it triggers not only an animation but also a sound

Is there any documentation on how to get redbox working with OpenSpace? Having background tracks play on level load would be key as well.

thanks for your response and time
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Bax
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Post by Bax »

Is it possible to have specific sounds played on trigger? For example the engine detects when the player is on a specific tile and then triggers a sound.
OpenSpace fires a number of events (for example an avatar entering or leaving a tile): it is up to you to handle these events and trigger sounds.
Is it possible to have the volume of a sound adjusted depending on the location of the avatar? For example as the player gets closer to a Waterfall the sound gets louder
Again, by means of the mentioned events you could check where the avatar is with respect to the waterfall (as all avatar-related events also contain the avatar position among their parameters), and change the sound volume accordingly.
Is it possible to play a specific sound on Event? IE: The player does an emote and it triggers not only an animation but also a sound
You have full control over the avatar behavior, so the answer is yes.
Is there any documentation on how to get redbox working with OpenSpace? Having background tracks play on level load would be key as well.
Please keep in mind that OpenSpace isn't a standalone application: you have to create your own Flash/Flex application which includes the OpenSpace component. In your example, OpenSpace has nothing to do with the background tracks: your application must handle OpenSpace events (for example map loading/parsing/rendering) and take care of torn on/off the background music (making use of the RedBox eventually).

Hope this helps.
Paolo Bax
The SmartFoxServer Team
sarf
Posts: 2
Joined: 15 Jan 2009, 06:26

Post by sarf »

Thank you very much for taking the time to answer those questions definitely paints a much clearer picture for where we are going to be heading in regards to the audio development. You've been a wonderful help!
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