Environmental Sound FX

All aspects of development related to audio and sound.
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dariunas
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Environmental Sound FX

Post by dariunas » Thu Jun 18, 2009 1:14 am

Thought I'd create a thread by category...

Going through the list, I have a burning fire effect recorded recently. I think I read somewhere that the means to implement environmental location based sounds is not present at the moment. But hopefully, if and when it is, the sounds will be there.

If this is a good idea (admin? Rotonen?), the next person to post up sounds could also thread by category? E.g. weapons, enemies, environmental, interaction etc.? May be easier, organisation-wise in the long run...
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Burning Fire_001.ogg
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Rotonen
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Re: Environmental Sound FX

Post by Rotonen » Thu Jun 18, 2009 10:26 am

This categorization is more than fine.

Also it'll be excellent motivation for the tech devs to get on it if there is already a pool of sfx waiting to be used.
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Re: Environmental Sound FX

Post by dariunas » Sat Aug 01, 2009 6:18 pm

Hey all,

The other two listen location-based FX are attached. If any amendments are needed, please let me know...
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TMW_Waterfall.ogg
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TMW_River.ogg
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Rotonen
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Re: Environmental Sound FX

Post by Rotonen » Sat Aug 01, 2009 6:30 pm

Both getting approval by me (disclaimer: crappy headphones and no spectrum analysis, but I trust your sound work enough not to bother).
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Bertram
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Re: Environmental Sound FX

Post by Bertram » Mon Aug 03, 2009 2:30 pm

Hi,

Are these three sounds ready for commit?

I propose to add prefix for ennemies, player, system, environmental sounds, ...

Something like:
- maggot-hit1.ogg -> monster-maggot-hit1.ogg
- and in this case: env-burningfire1.ogg

What do you think?
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Jaxad0127
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Re: Environmental Sound FX

Post by Jaxad0127 » Mon Aug 03, 2009 3:38 pm

Bertram wrote:Hi,

Are these three sounds ready for commit?

I propose to add prefix for ennemies, player, system, environmental sounds, ...

Something like:
- maggot-hit1.ogg -> monster-maggot-hit1.ogg
- and in this case: env-burningfire1.ogg

What do you think?
I'd rather have folders: monster/maggot/hit1.ogg , env/burningfire1.ogg , etc
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Re: Environmental Sound FX

Post by Bertram » Mon Aug 03, 2009 4:24 pm

I agree about having folders...
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Re: Environmental Sound FX

Post by Bertram » Mon Aug 03, 2009 6:14 pm

I committed the environmental sounds from Dariuas, who I thank this nice contribution.

Now, to add environmental sounds, positional Audio + ability to get sounds objects in maps is needed.

I propose to add the latter as an issue and link it with the positional audio issue.

Regards,
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Re: Environmental Sound FX

Post by Jaxad0127 » Mon Aug 03, 2009 6:25 pm

The client's effect system can already do sounds.
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Re: Environmental Sound FX

Post by Rotonen » Mon Aug 03, 2009 6:37 pm

Not attached to tiles, though.
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Re: Environmental Sound FX

Post by Jaxad0127 » Mon Aug 03, 2009 8:13 pm

If the server asks for it. NPCs can do that easily.
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Re: Environmental Sound FX

Post by Rotonen » Mon Aug 03, 2009 9:04 pm

And if NPCs can have invisible GFX and a whitespace for a name, problem solved.
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Re: Environmental Sound FX

Post by Bertram » Mon Aug 03, 2009 9:21 pm

In my humble opinion, that sounds ;) like a quick, but ugly workaround.

I'd prefer having ambient sounds with own properties (sound radius, loop, restart-each-sec, ...)
all of that being nicely handled in the map file.

Just my thought.

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Re: Environmental Sound FX

Post by Rotonen » Mon Aug 03, 2009 9:24 pm

Well, I've also been advocating the adaptation of OpenAL, but in the lack of someone who would actually code the support into the client, no luck so far.
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