Tendo City

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DJ That means you!

I'm looking for someone to test my new .Net based version of my phantom sound engine!

Just unzip to a folder and run PhantomSound Stubb.exe in ../Phantom Sound Stubb/Bin/Release Folder to see a demo. Zip folder includes Stubb application, Stubb Applications Source Code Written In VB.net 2008 (Free Download Now) and fully functional COM complient phantom sound DLL.

Requirements:
.NET Framwork 2.0 or higher
Direct X

I would like feedback on the following areas...
  1. 3D sound rendering quality
  2. Rendering Speed
  3. Engine Stability
  4. and Sample Quality
Feel free to tinker with the wave files in the folder, just dont rename them or you'll break the application, also the files must be encoded with the following settings:

PCM Uncompressed Audio
Sample Size 16Bit
22050 Hrz
2Channel Sterio Audio

+ Download Link
VB.net was made free recently? I am intrigued.
I noticed you included the source code with that, but I haven't really looked at that yet. I'll just ask a couple things. First of all, is there any particular method of determining those sound's 3D position? Just from using it, it appears to fluctuate somewhat randomly. On that note, just for ease of testing, it would be nice to have some slider bars to adjust the various visible variables myself.

At any rate, I haven't looked at it much, but it seems to do a decent pan from left to right, but it seems to sorta hang on the right side once it gets there. As for speed, I'm using it on my rather slow (relatively speaking) laptop and it runs just fine. I have some slower machines around here so I can test it on those to get a good idea, but as far as speed it does pretty well. I will need to run it on my desktop to get a good impression on the sound because my laptop's speakers are suck and my desktop actually has 5.1 surround sound, so there's that.

Anyway, is this intended to be a 3D positioning system for a game's audio system? If so I'll need to test it alongside some serious 3D visual pusher to make sure it can keep up it's speed.
Dark Jaguar Wrote:I noticed you included the source code with that, but I haven't really looked at that yet. I'll just ask a couple things. First of all, is there any particular method of determining those sound's 3D position? Just from using it, it appears to fluctuate somewhat randomly. On that note, just for ease of testing, it would be nice to have some slider bars to adjust the various visible variables myself.

At any rate, I haven't looked at it much, but it seems to do a decent pan from left to right, but it seems to sorta hang on the right side once it gets there. As for speed, I'm using it on my rather slow (relatively speaking) laptop and it runs just fine. I have some slower machines around here so I can test it on those to get a good idea, but as far as speed it does pretty well. I will need to run it on my desktop to get a good impression on the sound because my laptop's speakers are suck and my desktop actually has 5.1 surround sound, so there's that.

Anyway, is this intended to be a 3D positioning system for a game's audio system? If so I'll need to test it alongside some serious 3D visual pusher to make sure it can keep up it's speed.
Yes, the application is just a stub, the real magic is in the DLL, that's the engine. Threw the DLL you can specify an unlimited number of sound layers and there corresponding 3D positions, by simply updating a property the engine calculates the new sound waveform automatically. BTW, the source code is for the stub so you can play around with the engine. The engine itself is packaged as a dll, and I haven't released it's source yet.

Download VS.2008 225 Day beta [here]. When you upgrade to the full version (FOR FREE AFTER BETA EVENT) software won't expire.
DJ, get the new version!
I added some 3d positional sliders per your request, plus all the PhantomSound.dll updates!

Plus I built a windows installer to simplify installation.

Let me know what you think, seriously DJ, you got to try it!
Now.... Me no Sleepy.... *thud*

+Download Link