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There are a lot of things to consider when creating and editing your sound files for your game too many to cover here. But to give you an idea, you might want to think about things like prenormalizing/balancing your sounds so volume levels for different samples overpower others. You might also want to think about and test how a sample will sound when looped if you need to deal with sounds that repeat. As an example, for this book, I took some care in preparing the missile sample used in our game. Both the UFO and UFO missile are prime subjects for showing off our 3D effects, because they make long-duration noises and move gradually across the screen. Therefore, I wanted to put a little more effort into creating these effects. But usually, missile recordings already attenuate, because most test firings watch the missile from a stationary fixed point from which the missile moves away at a high speed. For our example, I wanted fairly constant burn amplitude so I could let OpenAL be the main driver of any attenuation you hear and avoid getting a double attenuation effect. Figure 11 16 shows my modified missile launch waveform in GarageBand. The original waveform s amplitude dropped off toward zero much more quickly than what s pictured here. I modified the sample to try to keep it roughly constant, so any attenuation you hear in the game will be due to OpenAL s distance attenuation feature and not the original audio sample. As you can see, the waveform is mostly consistent (a little attenuation, but not too bad). There is a quick drop off at the end, just so it didn t end too abruptly. (Imagine the missile running out of fuel, I suppose.)

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On a related subject, you might be wondering about the tools that are available for editing audio files. I will suggest two: GarageBand by Apple (shown in Figure 11 16) ships as part of iLife with every new Mac. Assuming you are using a Mac, it should already be installed on your computer. GarageBand has a lot of features that go beyond just PCM files, which also means there tends to be more of a learning curve. Audacity (shown in Figure 11 17), containing the same missile waveform as in the GarageBand screenshot) is an open source (and free) cross-platform sound application for recording and editing sounds. I like using Audacity for a lot of simpler things. I also like using Audacity because I can run it on other platforms, which is convenient for cross-platform development. Check out Audacity at http://audacity.sourceforge.net.

#import <UIKit/UIKit.h> #import <CoreLocation/CoreLocation.h> @interface WhereAmIViewController : UIViewController <CLLocationManagerDelegate> { CLLocationManager *locationManager; CLLocation IBOutlet IBOutlet IBOutlet IBOutlet IBOutlet IBOutlet } @property @property @property @property @property @property @property @property @end UILabel UILabel UILabel UILabel UILabel UILabel *startingPoint; *latitudeLabel; *longitudeLabel; *horizontalAccuracyLabel; *altitudeLabel; *verticalAccuracyLabel; *distanceTraveledLabel;

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The final OpenAL property still to introduce is AL_SOURCE_RELATIVE This property, when set to AL_TRUE, indicates that the position, velocity, direction, and cone properties of a source are to be interpreted relative to the listener position By default, this is set to AL_FALSE Since it is easier to deal with absolute (nonrelative) values for our Space Rocks! engine, we haven t cared about changing the AL_SOURCE_RELATIVE property However, this property can be exploited to accomplish something else that can be useful We can abuse this property to effectively disable 3D effects on a per-source basis.

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Figure 14 3. The WhereAmI application in action. This screenshot was taken in the simulator. Notice that the vertical accuracy is a negative number, which tells us it couldn t determine the altitude.

Now that we ve added so much infrastructure into our engine, if we encounter a case where we don t want 3D effects applied on a single particular instance, we might have a mess trying to refactor the code to handle this case, particularly since many of these effects involve changes to both the source and listener7 But I will show you how to use the AL_SOURCE_RELATIVE property to accomplish this without too much pain There is a certain irony about ending the chapter by disabling all the work we ve done throughout this chapter, but que sera, sera The basic idea is simple We enable the AL_SOURCE_RELATIVE property on the source that we want to not be spatialized, and then set all the source properties to values that make it appear that the source is moving in lockstep with the listener.

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This will give the illusion that 3D effects are off for the source For example, with position, we set the position to <0, 0, 0>, which means it is at the same exact position of the listener The code for this version is in SpaceRocksOpenAL3D_6_SourceRelative So let s begin undoing First, we add two new Boolean properties to EWSoundSourceObject One is generically for AL_SOURCE_RELATIVE, just in case you want to use this property for its actual intended purpose The other is explicitly for disabling 3D effects In EWSoundSourceObjecth, add the instance variables and properties:.

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