[ian-reeds-games] Re: Tactical battle

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sat, 26 Jan 2013 20:18:42 -0500

Lol, my sounds must have super sucked.

I am not sure what you were referenceing int he beginning about objections, 
unless you mean the effects sound announcement. I think My email is either slow 
or something.

Anyway, I like the idea of those sounds being placed in like that. I have lots 
of whooshes and lots of thuds and hits, but very few of them are actually 
connected in one sound. 
The only problem is that right now, I have started to notice some some sound 
hiccups. It isn't often and it isn't reproduceable in a consistent manner, but 
I do notice it in the zombie map a bit. 
Sometimes a death sound will happen before the attack sound is played, 
sometimes the death sound is not played at all. If those sounds you are talking 
about are  able to be consistent I think it will be cool.
So, if there is a sound with all the whooshes and grunts and whatnot are 
included, would that still be able to be used? For instance the Red wall abbey 
map has good sounds that feature several elements already. It sounded like it 
wouldn't be a problem but I wanted to make sure I read that right.  
How would that work? Would the full sound be labeled as the pre one? 

Looking forward to dev 3!

al

 


 
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: Ian Reed 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Saturday, January 26, 2013 5:15 PM
  Subject: [ian-reeds-games] Re: Tactical battle


  Ok, unless anybody objects I could do this whenever damage is inflicted.

  Additionally I'm thinking of having sounds like this:
  attack_pre.wav
  attack.wav
  warrior_hit.wav
  attack_pre would happen first, then when it finishes the 2 other sounds 
  would play together.
  In this way you could have an attack_pre sound for an arrow flying and a 
  sound for it making contact would play at the same time as the grown of 
  the warrior.
  Similarly a sound for creating and firing a fireball could be 
  fireball_pre, then when it finishes the explosion sound and the unit 
  getting hit sound would play at the same time.
  Potentially for a fireball since it does splash damage all the units hit 
  would play their pain sounds at the same time as the explosion.

  I think that allows for a reasonable amount of flexibility.
  And if you don't have all those sounds then attack_pre versus attack are 
  pretty much the same and you can have the current kind of behavior.

  Ian Reed

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