Good ideas (: re: the music it's up to eric, but we might not have enough of the world built yet to know what kind of music we want? i dunno, all the creative stuff i defer to eric hehe ::shrug:: On Wed, Sep 23, 2009 at 9:26 PM, Steven <supremeshadowkai@xxxxxxx> wrote: > In that case, it sounds like we can easily create sounds that emanate > directly from the object/sprite in question. :) > > One thing we could do with the background music if you like the effect is > have the level music come from speakers mounted on the wall in certain > rooms, so it would seem like the sound gets quieter and louder as you leave > and enter different rooms. I seem to recall games like half life doing > stuff like this with voice announcements. It might make the music itself > more interactive. > Some of my random ideas: > > I think it would be cool if we had musical sound effects to go with > attacks, so if you use some kind of combo special attack it could have a > musical effect that plays along with any slashing/chopping/etc. effect. > Games like Kingdom Hearts have done this, and I always thought it was cool. > Same thing could be done with jumping, running etc. We could even have the > music slow down and speed up based on how fast you are moving... or if we > have a time limit imposed have the music speed up to add drama. > > Maybe equipping specific items/weapons/etc. could change the music. Like > if you put on a "Knight's Hood" it could switch to some hardcore medieval > music. Overall, I think having music cued to events (not just sound > effects) would make the game feel more interactive. > > Maybe if I get the hang of this stuff, we can put in some weird music > creation mini-game (since you guys have been talking about mini games so > much), or even a part of the game where the floor is like a giant keyboard, > and as you walk it plays the sounds. I think stuff like this really adds to > a game. ;) > > Also as a side note, if you (those in charge XD) would like > Leonardo/Cosmonet/K-Pax to work on music, let me know so I can tell him. If > you want him to have email/server access, that can happen too. His English > is not great, but I can still easily understand and converse with him. But > I bet our wacky/tech'd out emails would throw him a loop... on the other > hand he is trying to get better at speaking English. Anyway, no rush but if > we want him to work on anything let me know so I can tell him, or put him on > the email list. > > XD > > > Alan Wolfe 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<mailto: >> 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> >> <mailto: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>> >> <mailto: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>>> >> <mailto: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>>> >> <mailto: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 >> >> >> >> >> >> >> >> >> >> >> >> >> >> > >