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