mirror of
https://github.com/chocolate-doom/research.git
synced 2024-11-13 00:24:24 +00:00
38 lines
1.5 KiB
Text
38 lines
1.5 KiB
Text
== 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).
|
|
|