Location based sounds

Content and general development discussion, including maps, quests, and server code from the development team.
Post Reply
User avatar
Cosmostrator
Novice
Novice
Posts: 132
Joined: 23 Aug 2006, 07:13
Location: USA - So. Cal

Location based sounds

Post by Cosmostrator » 05 Oct 2007, 21:09

With the new dynamic particle effects I was thinking that it would be neat to have sounds for specific locations. For instance a sound of a waterfall that you would hear louder as you get closer to the waterfall. This could be very neat for the waterfall, torches in the caves, river, and maybe other areas as well.
Is it technically possible?
Even if we can't do this for the current server if it could be programmed into the new one I'll start working on some possible sounds.
-Cosmostrator
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 17:08
Location: Germany

Post by Crush » 06 Oct 2007, 01:42

That would be a completely client-sided feature and thus wouldn't need the new server. It sounds like a quite good idea. But I am not sure how difficult it would be to adjust the volume with the distance.
  • former Manasource Programmer
  • former TMW Pixel artist
  • NOT a game master

Please do not send me any inquiries regarding player accounts on TMW.


You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
User avatar
Modanung
Knight
Knight
Posts: 1719
Joined: 20 May 2005, 16:51
Location: Groningen, The Netherlands
Contact:

Re: Location based sounds

Post by Modanung » 06 Oct 2007, 12:52

Cosmostrator wrote:With the new dynamic particle effects I was thinking that it would be neat to have sounds for specific locations. For instance a sound of a waterfall that you would hear louder as you get closer to the waterfall. This could be very neat for the waterfall, torches in the caves, river, and maybe other areas as well.
Maybe also some ambient sounds, that aren't bound to a location but to an area. Like wind, singing birds, cave sounds (you know those eery sounds and dripping water) and such.
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
User avatar
Rotonen
TMW Adviser
TMW Adviser
Posts: 3154
Joined: 08 Sep 2004, 20:48
Location: Espoo, Finland

Post by Rotonen » 08 Oct 2007, 11:58

AFAIK we could use the stock SDL doppler effect for this. We just have to be careful to make it subtle enough not to make it sound like you're moving at insane speeds.

Also I'm not aware of relative location tracking in our client in regard of everything, so we should probably think about this a bit and not be in a hurry.
This message used to be meaningful.
User avatar
Modanung
Knight
Knight
Posts: 1719
Joined: 20 May 2005, 16:51
Location: Groningen, The Netherlands
Contact:

Post by Modanung » 08 Oct 2007, 17:37

Doppler effect? Why would we need that? The player doesn't walk that fast. And so far nothing does.
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 17:08
Location: Germany

Post by Crush » 08 Oct 2007, 17:43

Does SDL_mixer support stereo sound (varying the volume of the left and the right stereo channel for single sound effects)?
  • former Manasource Programmer
  • former TMW Pixel artist
  • NOT a game master

Please do not send me any inquiries regarding player accounts on TMW.


You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
User avatar
ElvenProgrammer
TMW Adviser
TMW Adviser
Posts: 2526
Joined: 13 Apr 2004, 20:11
Location: Italy
Contact:

Post by ElvenProgrammer » 09 Oct 2007, 09:03

Crush wrote:Does SDL_mixer support stereo sound (varying the volume of the left and the right stereo channel for single sound effects)?
Not directly but we could use:

http://jcatki.no-ip.org/SDL_mixer/SDL_mixer.html#SEC76

and store sound sources in the map files.
User avatar
Rotonen
TMW Adviser
TMW Adviser
Posts: 3154
Joined: 08 Sep 2004, 20:48
Location: Espoo, Finland

Post by Rotonen » 09 Oct 2007, 21:42

Modanung wrote:Doppler effect? Why would we need that? The player doesn't walk that fast. And so far nothing does.
Pseudo 3D sound. Kind of like how they achieved it in quake2 engine games. Works intuitively and amazingly well.

If we really want to go into positional audio, there is always OpenAL.

I might be alone on this one, though.
This message used to be meaningful.
Post Reply