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@
AveragePlan
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@AveragePlan
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[q]
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[q]
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* 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]
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* 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]
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There is as far as I understand the code (be aware, I have absolutely no idea of programming/reading code).
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There is as far as I understand the code (be aware, I have absolutely no idea of programming/reading code).
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Look under "SoundItem Properties" in the link @GoogleFrog posted: https://springrts.com/wiki/Sounds.lua
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Look under "SoundItem Properties" in the link @GoogleFrog posted: https://springrts.com/wiki/Sounds.lua
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@GoogleFrog
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@GoogleFrog
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This is going to be a long post...
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This is going to be a long post...
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[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]
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[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]
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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:
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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:
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- The playerbase doesn't have to relearn to "read" zk's audio
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- The playerbase doesn't have to relearn to "read" zk's audio
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- 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.
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- 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.
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(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.)
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(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.)
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I still have a few questions:
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I still have a few questions:
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- So, what I try to understand is the games internal audio-signal-path. How many different SoundItems can be active at once?
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- So, what I try to understand is the games internal audio-signal-path. How many different SoundItems can be active at once?
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- 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?
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- 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?
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Here is my current conzeptualizatuion of what is going on based on my ears, assumptions and what I hope I get from the code.
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Here is my current conzeptualizatuion of what is going on based on my ears, assumptions and what I hope I get from the code.
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As an example I take a game-situation where you have 4 SoundItems:
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As an example I take a game-situation where you have 4 SoundItems:
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- camera-position is map-center
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- camera-position is map-center
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- 2 glaives that are very close to each other firing to your left (west)
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- 2 glaives that are very close to each other firing to your left (west)
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- a pillager-shell hitting the ground somewhere in the middle of the map
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- a pillager-shell hitting the ground somewhere in the middle of the map
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- 1 glaive firing to your right
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- 1 glaive firing to your right
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- a silo launching a missile in the far north-west, lets say
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- a silo launching a missile in the far north-west, lets say
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This is how I try to visualize the signal-path for myself so far:
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This is how I try to visualize the signal-path for myself so far:
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(Sorry for the weird, "mirrored" layout of the diagram, result of an earlier version)
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(Sorry for the weird, "mirrored" layout of the diagram, result of an earlier version)
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https://i.imgur.com/BLRejaA.jpg
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https://i.imgur.com/BLRejaA.jpg
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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...
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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...
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So please correct me where I am wrong.
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So please correct me where I am wrong.
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