research/dmxsep/README
2014-08-29 21:20:43 -04:00

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== 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).