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Last year, I dreamt I was pissing at a restroom, but I missed the urinal and my penis exploded.
Giving sounds to scenery should be possible with scripting probably in 1.5.1The new scriptcore should give the server the possibility to let a client play a certain sound and add the relative distance of that sound to the player. However once a sound starts playing it will probably be impossible to change the distance and direction of the sound and thus if you want sound-scenery to be dynamical enough one could only use very short sounds/loops.Talking about loops, there is another problem. There are no options in the new scriptcore for advanced timing of sounds (which is needed for seemless looping). It would be nice if a server can give a player a queue of soundfiles and maybe timing information. The client would handle the timing of the sounds by itself. This also gives the possibility for musical timing and thus dynamic music and/or ambience (music/ambience that changes with the state of the game).I've been walking around with these ideas for a while and might just open a whole topic about it one day, but it seems very relevant to this.(tl;dr)I suggest the following things for the next scriptcore:- Ability to alter a sound's distance/direction while playing for map-placed "sound-scenery's"- Ability to loop/queue soundfiles for a client-side player for dynamic music and ambience.- And if this all could be multichannel i'd be the happiest sounddesigner in soldat universe
nice idea, but i guess many people would just edit their sounds that way that they will know where enemies are (you said go on polygon and sound appears)but the idea is still nice as long as the RESULT will not end in a crappy half baken s**t
Eh, but I mean that only those who are standing in circle, can hear sound.