[project1dev] Re: Project1 - SVN Update 436

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 23 Sep 2009 21:53:53 -0700

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
>>
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