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About the problems of ZKs sounds and possible solutions

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Date Editor Before After
2/6/2023 7:13:22 PMDErankkatastrophe before revert after revert
2/6/2023 7:13:07 PMDErankkatastrophe before revert after revert
2/6/2023 7:09:22 PMDErankkatastrophe before revert after revert
Before After
1 @ AveragePlan 1 @AveragePlan
2 \n 2 \n
3 [q] 3 [q]
4 * 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? [/q] 4 * 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? [/q]
5 \n 5 \n
6 There is as far as I understand the code (be aware, I have absolutely no idea of programming/reading code). 6 There is as far as I understand the code (be aware, I have absolutely no idea of programming/reading code).
7 Look under "SoundItem Properties" in the link @GoogleFrog posted: https://springrts.com/wiki/Sounds.lua 7 Look under "SoundItem Properties" in the link @GoogleFrog posted: https://springrts.com/wiki/Sounds.lua
8 \n 8 \n
9 @GoogleFrog 9 @GoogleFrog
10 \n 10 \n
11 This is going to be a long post... 11 This is going to be a long post...
12 \n 12 \n
13 [q] 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. [/q] 13 [q] 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. [/q]
14 \n 14 \n
15 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: 15 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:
16 - The playerbase doesn't have to relearn to "read" zk's audio 16 - The playerbase doesn't have to relearn to "read" zk's audio
17 - 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. 17 - 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.
18 (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.) 18 (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.)
19 \n 19 \n
20 \n 20 \n
21 \n 21 \n
22 I still have a few questions: 22 I still have a few questions:
23 \n 23 \n
24 - So, what I try to understand is the games internal audio-signal-path. How many different SoundItems can be active at once? 24 - So, what I try to understand is the games internal audio-signal-path. How many different SoundItems can be active at once?
25 - 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? 25 - 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?
26 \n 26 \n
27 Here is my current conzeptualizatuion of what is going on based on my ears, assumptions and what I hope I get from the code. 27 Here is my current conzeptualizatuion of what is going on based on my ears, assumptions and what I hope I get from the code.
28 As an example I take a game-situation where you have 4 SoundItems: 28 As an example I take a game-situation where you have 4 SoundItems:
29 - camera-position is map-center 29 - camera-position is map-center
30 - 2 glaives that are very close to each other firing to your left (west) 30 - 2 glaives that are very close to each other firing to your left (west)
31 - a pillager-shell hitting the ground somewhere in the middle of the map 31 - a pillager-shell hitting the ground somewhere in the middle of the map
32 - 1 glaive firing to your right 32 - 1 glaive firing to your right
33 - a silo launching a missile in the far north-west, lets say 33 - a silo launching a missile in the far north-west, lets say
34 \n 34 \n
35 \n 35 \n
36 This is how I try to visualize the signal-path for myself so far: 36 This is how I try to visualize the signal-path for myself so far:
37 (Sorry for the weird, "mirrored" layout of the diagram, result of an earlier version) 37 (Sorry for the weird, "mirrored" layout of the diagram, result of an earlier version)
38 \n 38 \n
39 https://i.imgur.com/BLRejaA.jpg 39 https://i.imgur.com/BLRejaA.jpg
40 \n 40 \n
41 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... 41 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...
42 So please correct me where I am wrong. 42 So please correct me where I am wrong.