[project1dev] Re: Project1 - SVN Update 436

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 23 Sep 2009 19:57:27 -0700

well check it out, fmod has a way where you can specify where a sound is
coming from in 3d coordinates, and it manipulates the sound in software to
make it sound like its coming from that location (well... if you have stereo
output anyhow haha).

It's actually really cool, its how in games things sound like they are
coming from your left, or behind you.

i think it would be really cool in our game cause you could hear a music box
playing off to the left faintly and as you walked towards it, it would get
louder.

It would be a neat effect and we could maybe even lead people places by
sound alone

::shrug:: :P
On Wed, Sep 23, 2009 at 7:46 PM, Steven <supremeshadowkai@xxxxxxx> wrote:

> Cool yeah.  Honestly in terms of surround sound stuff I don't really know
> too much.  So this will be a learning process for me too. XD
>
>
> Alan Wolfe wrote:
>
>> Steve, I leave the design and implementation of the sound and music system
>> up to you (:
>>  the only caveat is i'd like our game to have 3d positional sound effects
>> (or at least we can try it out and see how it fits into our game)
>>  And if something seems cool to you, I just suggest profiling before
>> deciding not to do it because it will be too slow (ie don't hold back until
>> you profile! :P)
>>  Also if something is really cool but it IS really expensive (CPU or
>> memory wise) to do, we can always save it for special situations, like we
>> could have a simpler area graphically to allow for the sound to be more
>> intricate if it makes sense (ie echoey cave sounds or something).
>>  (:
>> On Wed, Sep 23, 2009 at 7:30 PM, Steven <supremeshadowkai@xxxxxxx<mailto:
>> supremeshadowkai@xxxxxxx>> wrote:
>>
>>    Well I would start out with a basic play function for level music.
>>     The way FMOD splits it up, is you have different audio function
>>    calls for music you want to stream as you go (like level
>>    background music), and then ones that get loaded directly into
>>    memory in full to play right away or even multiple times (like
>>    sound fx and whatnot).  What I could do is write functions to
>>    allow us to control playback a bit closer.  We could have volume
>>    oscillate, or have the music cut in and out (like a glitch), weird
>>    effects, and other stuff I have not even thought of.  We don't
>>    want to bog down the engine too much with on the fly audio
>>    processing, but maybe some simple stuff would be ok.  Most of all,
>>    this will be stuff that the creative team, kent, and alan will
>>    want to consider, because it will directly affect the
>>    psychological flow of the game.
>>
>>    Also, we could have different playback functions for sound effects
>>    to control different aspects of them, and have them play differently.
>>
>>    In any case, the first step is just the basic Sound_Play()
>>    function that alan talked about.  This is what I will start on.
>>     But once that is done, we can make more complicated ones.
>>
>>
>>    Kent Petersen wrote:
>>
>>        What ideas do you have?
>>
>>        On Tue, Sep 22, 2009 at 10:20 PM, Steven
>>        <supremeshadowkai@xxxxxxx <mailto:supremeshadowkai@xxxxxxx>
>>        <mailto:supremeshadowkai@xxxxxxx
>>
>>        <mailto:supremeshadowkai@xxxxxxx>>> wrote:
>>
>>           I might be able to put some work into that this weekend, or
>>        this
>>           week.  I'm going to try my best to set aside some time.  :)
>>
>>           I'll want to talk to you guys regarding how you want to
>>        implement
>>           that.  We could have different kinds of plays depending on
>>        how you
>>           want the music file to play/interact with the level.. ;)
>>
>>           Steven
>>
>>
>>           Alan Wolfe wrote:
>>
>>               we need Steve to make a Music_Play() script function so
>>        we can
>>               start dropping music in levels (:
>>
>>               On Tue, Sep 22, 2009 at 3:25 PM, Kent Petersen
>>               <kentkmp@xxxxxxxxx <mailto:kentkmp@xxxxxxxxx>
>>        <mailto:kentkmp@xxxxxxxxx <mailto:kentkmp@xxxxxxxxx>>
>>               <mailto:kentkmp@xxxxxxxxx <mailto:kentkmp@xxxxxxxxx>
>>        <mailto:kentkmp@xxxxxxxxx <mailto:kentkmp@xxxxxxxxx>>>> wrote:
>>
>>                  Yay, potential music.
>>
>>
>>                  On Tue, Sep 22, 2009 at 2:37 PM, Apache User
>>                  <dhapache@xxxxxxxxxxxxxxxxxxx
>>        <mailto:dhapache@xxxxxxxxxxxxxxxxxxx>
>>               <mailto:dhapache@xxxxxxxxxxxxxxxxxxx
>>        <mailto:dhapache@xxxxxxxxxxxxxxxxxxx>>
>>                  <mailto:dhapache@xxxxxxxxxxxxxxxxxxx
>>        <mailto:dhapache@xxxxxxxxxxxxxxxxxxx>
>>               <mailto:dhapache@xxxxxxxxxxxxxxxxxxx
>>        <mailto:dhapache@xxxxxxxxxxxxxxxxxxx>>>> wrote:
>>
>>                      User:puggles
>>
>>                      Message: trying various patches with some improv
>>        alan did.
>>                      pretty rough draft here so i'll be playing
>>        around with it a
>>                      lot more or if aynone else wants to do anything
>>        with it
>>               feel
>>                      free. same with any other files i submit. :D
>>
>>                      <Files Changed>
>>                      A   Audio/Music/Underwater1_01 draft.mp3
>>
>>
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