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Re: Distance units: msg#00161

Subject: Re: Distance units
On 18/03/2005, at 10:00 AM, Andrew McDonald wrote:

But it doesn't require metres per second. It's an assumption you're making that that value is in metres per second - but it's actually not. It *happens* to be the value needed to simulate standard Earth atmospheric properties, but it could equally well represent a different atmosphere if regarded in feet per hour or whatever unit. It's ugly to have it in the spec as a magic number, that's why I wanted it separated out as a user variable instead of having a scaling factor thing. Of course it's ugly to have a default that works so well for metres per second on Earth - that's why I suggested having 0 as a special value that signifies the Doppler effect should be disabled. The default value for the speed of sound could be this, implying Doppler is disabled unless the API user explicitly sets the speed of sound. This is exactly the same as how the velocities default to 0 and are then set by the user to whatever value they want - and because the user is setting both the object
velocities and the speed of sound they'll be in the same units already.

I think having 0 represent infinity is a bit unnatural, especially since a value of 0 for speed of sound actually still works when you plug it into the Doppler equation (representing the case when the sound waves are standing still in the air and you are "hearing" them by moving through the air), giving a behaviour very different from infinitely fast sound.

I think more natural and logical (in my opinion) would be to either...
1. Have a speed of sound parameter defaulted to 1.0 and a separate on/off switch to turn doppler on and off, or
2.  Use a vector scale parameter defaulted to 0.

Either of these would be nice (although I do have a slight preference for number 2 since it feels very natural to me and it has the ability to turn Doppler on and off in a nice and more mathematically sound way).


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