[project1dev] Re: Project1 - SVN Update 436

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 23 Sep 2009 19:40:19 -0700

And even though im leaving it up to you, i'm still there if you need help or
anything :P

but, it seems you have a good handle on things and it shouldn't be too big
of a task for you (:
On Wed, Sep 23, 2009 at 7:37 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> 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>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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