[project1dev] Re: Project1 - SVN Update 436

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 23 Sep 2009 19:37:55 -0700

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> 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>> 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>>> 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>>> 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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