AveragePlanquote:
* Could there be some kind of audio filter based on the number of noise sources on the battlefield at that time? What about doing more distortion/echo/smoothing based on the camera distance? Dulling things when you are zoomed out because there is likely to be more sounds noises on screen, but they are further away? |
There is as far as I understand the code (be aware, I have absolutely no idea of programming/reading code).
Look under "SoundItem Properties" in the link
GoogleFrog posted:
https://springrts.com/wiki/Sounds.lua GoogleFrogThis is going to be a long post...
quote: You are probably hearing me collecting sounds from various places back around 2009, then doing a bit of mixing with headphones are no prior experience. Someone had to replace the TA stuff. |
I guess that was lot of work, and I think you ended up with pretty usable stuff. Tweaking the existing sounds seems like a much better option to me than a complete rework, for 2 reasons:
- The playerbase doesn't have to relearn to "read" zk's audio
- You managed to create a soundscape that is pretty coherent in itself. Tht is not a guaranteed result, especially if one gets lost in details on the way. Me and
HiEnergy were working on the claw-mine sounds a few years back, and HiEnergy gave me a sound he made for the claw-mine, that sounded a lot better than the existing one when you listened to it itself. But when you would play it together with the existing sounds, it just came over as from a diffent game. It just didn`t fit in.
(I may have talked too much about the things that bother me I guess. I also think that the priority-settings are really really well placed. I had a guess that this existed because it is esp. noticeable with silo. Launching missiles from silo is always clearly audible and "presses away" other sounds.)
I still have a few questions:
- So, what I try to understand is the games internal audio-signal-path. How many different SoundItems can be active at once?
- Since there is a volume-fader in the player-UI, I suspect there is some kind of signal-sum that can be manipulated? Or does adjusting "sound"-volume in-game simply affect the individual SoundItems stettings?
Here is my current conzeptualizatuion of what is going on based on my ears, assumptions and what I hope I get from the code.
As an example I take a game-situation where you have 4 SoundItems:
- camera-position is map-center
- 2 glaives that are very close to each other firing to your left (west)
- a pillager-shell hitting the ground somewhere in the middle of the map
- 1 glaive firing to your right
- a silo launching a missile in the far north-west, lets say
This is how I try to visualize the signal-path for myself so far:
(Sorry for the weird, "mirrored" layout of the diagram, result of an earlier version)
I have left out several other processes/functions that are done to the individual SoundItems. The diagram is not about showing completely whats going on, but about to ask if I get the basic things of what is happening right...
So please correct me where I am wrong.