[project1dev] Re: Project1 - SVN Update 436

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 23 Sep 2009 19:59:25 -0700

oh and counterstrike uses this.  If you ever heard the radios playing in
game in the villas (etc) you'll know what im talkin about (;

On Wed, Sep 23, 2009 at 7:57 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> 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
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>
>>
>

Other related posts: