mirror of
https://github.com/chocolate-doom/research.git
synced 2024-11-10 07:11:34 +00:00
.. | ||
90degrot.wav | ||
README | ||
slowrot.png | ||
slowrot.wav |
== 90degrot.wav == This is a WAV file recorded from Vanilla Doom in DOSbox in E2M2. I stood in front of the crushing ceilings, which make a constant moving sound. * At first I'm facing the crushing ceilings dead on. * After a few seconds I turn 90 degrees to the right (crushing ceilings now on the left). * After a few more seconds I turn 90 degrees to the right again (crushing ceilings behind me). * After a few more seconds I turn 90 degrees to the right again (crushing ceilings on my right). Results: * When facing dead on, the peak amplitude is at around 0.45 on both channels. * With the crushing ceilings on my left, the left channel peaks at around 0.5, while the right channel peaks at around 0.25. * With the crushing ceilings on my right, the left channel peaks at around 0.25, while the right channel peaks at around 0.5. * With the crushing ceilings behind me, behavior is the same as when looking dead on. Interpretation: * Stereo separation ranges only affects half the peak amplitude: it only drops by about half depending on the direction the player is facing. * There appears to be a roughly 10% "reserve" that is not used when looking dead on; this is used when the sound comes from one side. == slowrot.wav == This is a WAV recorded from the same position in E2M2, but using a control API-based program to turn the player view round slowly at a constant speed (version of forward.exe modified to set angleturn instead of forwardmove).