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Quote from: miketh2005 on July 10, 2009, 07:31:20 pmDonate to enesceHAHAHAHAHAHAHA
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Easier for everyone: Make this suggestion with premade sound files that already come with soldat and can be chosen when making the map.
Quote from: ~Niko~ on January 14, 2009, 11:25:31 amEasier for everyone: Make this suggestion with premade sound files that already come with soldat and can be chosen when making the map.Minor Problem: What if some mapmakers want to use their own sound files?
Last year, I dreamt I was pissing at a restroom, but I missed the urinal and my penis exploded.
Well Gotfryd, the problem is if the mapmaker decides to use a large sound file for the ambience. Then we'd have to download.
Actually,there is already something LIKE an ambience. Look inside sfx and Modules, and you'd notice "sfx_rain.xm" and a few other similar files. They act as the sound when you are playing in a map with certain weather conditions. Perhaps this suggestion is an improvement on this.
Well Gotfryd, the problem is if the mapmaker decides to use a large sound file for the ambience. Then we'd have to download. The solution is to have some default ones, but it won't work if the mapmaker decides to use those that aren't the default. I wouldn't be surprised to see idiotic uses of ambience like how the new animated scenery would be used.Actually,there is already something LIKE an ambience. Look inside sfx and Modules, and you'd notice "sfx_rain.xm" and a few other similar files. They act as the sound when you are playing in a map with certain weather conditions. Perhaps this suggestion is an improvement on this.
Minor Problem: What if some mapmakers want to use their own sound files?
With polyworks, you simply go to map settings and go to a drop down that say "Map Ambience" With "None" as it's first option.
Is it possible to edit these files for client side use?
(Sorry if I am unintelligent, since the knowledge I have only comes from a school text book...)
How about being able to set specific point in the map that would play a sound, but the further the player is from that point, the softer the sound is.
there should be a on/off ambient sound.
When you download the map, it should have an option that says "Soldat has detected an ambience sound file on the current map, would you oike to download?" and you can say yes or no.
I'm guessing most people would put on some type of music instead
This is one of the only things I'd really like to see added, considering I find sound design to be a very important aspect in gaming. Sometimes the pure, dull silence of the maps in Soldat is a turn off. Maybe that's just me.
Best option would be .wav scenery. Easy to do. It could work like normal one. Back - heard everywhere, middle heard in this place, front, same as middle but smaler range.
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.