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Messages - gogep

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1
Audio / Re: Sound spatialization seems to be 0-1
« on: February 15, 2023, 04:21:51 am »
Thanks! It does indeed work

Quote
this should be about 30 degrees to the right, starting from in front of you as 0 degrees

If you think about it as the angle the sound comes from, it makes perfect sense why my example didn't work. And now that I think about it more, a person whispering in my right ear would be mostly "to the right" despite being very close; so setting a small value shouldn't work on its own. Thanks again

2
Audio / Sound spatialization seems to be 0-1
« on: February 13, 2023, 09:55:08 pm »
I'm trying to make use of sound's position, but unless it's perfectly on the listener it always puts 100% of the sound in either speaker.

For example:

sf::Listener::setPosition({0, 0, 0});
sf::Sound sound(/* sound buffer */);
sound.setPosition({0.0001, 0, 0});
sound.play();
 

Entirety of this sound will be in the right speaker. There's no value I can set to make it sound like it's just a bit to the right; it's always all or nothing. I'm on Linux if it matters

3
Window / Fullscreen on Linux doesn't behave the way I'd want it to
« on: February 06, 2023, 09:53:22 pm »
When I create a SFML window with the sf::Style::Fullscreen style, it captures my mouse pointer, making it impossible to leave the window (edit: I have two monitors); it's also impossible to undo the fullscreen through WM. Moreso, if I also specify a video mode appropriate for fullscreen, it even flashes my monitors. It makes me think of exclusive fullscreen, although I've heard many times that it's not a thing on Linux so I'm not sure.

But my point is, I don't want this behavior. It's annoying for the user and it doesn't match any Linux-native game I've played either. They all seem to behave exactly as if they were set to fullscreen by the WM, which is what I'd want as well. Making a borderless window size of the screen and positioning it appropriately doesn't cut it because some WMs (including bspwm which I'm using) still have ways of moving such windows.

I'm interested in knowing how all those games set their windows to fullscreen, and how can I achieve that with SFML. I can get Xlib's Window struct from getSystemHandle(), but pretty much all useful Xlib functions require Display* and SFML doesn't provide it; although it's just the connection to Xorg so I'm not sure if I need the same one

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