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