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Arsanthania
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« on: November 06, 2010, 06:05:09 PM » |
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okay i see 3 options with the sounds in the future, you can add options if there are more, but in my game dev experience, there are 3 (universally)
+the option to convert to Ogg Vorbis
A. keep the sounds the way they are. (not likely) B. allow for greater resolution .wav's or .ogg's, but keep the sound engine the same C. add 3d sounds, allowing for a greater quality in over all game play, and sound detail.
C. is the most difficult, but the best, but if you only do B, i'm fine with that.
my two cents on sounds.
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I can make good ship rotations, with anti-aliasing! PM me!
Working on a good SW mod, with the real sounds!
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Sandtrooper
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« Reply #1 on: November 06, 2010, 06:08:38 PM » |
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You might want to have a word with our "Sound Dev", AdmiralTigerClaw for sound questions.
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 Fleet Admiral Sandtrooper 2nd in Command of TRIBE TRIBE-SD) オークエボリューション(Oak Evolution)
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Arsanthania
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« Reply #2 on: November 06, 2010, 06:17:40 PM » |
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sound creation is not what i'm talking about, i mean how the game uses them.
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I can make good ship rotations, with anti-aliasing! PM me!
Working on a good SW mod, with the real sounds!
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Cykotitan
Experienced Member
  
Posts: 86
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« Reply #3 on: November 06, 2010, 08:08:51 PM » |
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With 3d sounds, did you mean Environmental audio extensions (EAX)? That sounds like a lot of work to implement, and shouldn't have a high priority right away (as you said, "in the future").
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Arsanthania
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« Reply #4 on: November 06, 2010, 09:17:29 PM » |
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With 3d sounds, did you mean Environmental audio extensions (EAX)? That sounds like a lot of work to implement, and shouldn't have a high priority right away (as you said, "in the future").
something like that, and yes, maybe one the last things. or one of the first, so it's in the game right away. EDIT: O.o that sounds a bit odd: something like that, and yes, maybe one of the last things. or one of the first, so it's in the game right away. it's easier to build something when a feature is in it, than have to rewrite something afterwards.
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I can make good ship rotations, with anti-aliasing! PM me!
Working on a good SW mod, with the real sounds!
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NiteHawk
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« Reply #5 on: November 07, 2010, 02:33:28 AM » |
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okay i see 3 options with the sounds in the future, you can add options if there are more, but in my game dev experience, there are 3 (universally)
+the option to convert to Ogg Vorbis
A. keep the sounds the way they are. (not likely) B. allow for greater resolution .wav's or .ogg's, but keep the sound engine the same C. add 3d sounds, allowing for a greater quality in over all game play, and sound detail.
C. is the most difficult, but the best, but if you only do B, i'm fine with that.
my two cents on sounds.
Engine uses directsound now but I havent' done nothing more. You can use any resolution of .wav file really now, high quality ones etc, just don't have any yet really. Can't use ogg yet. By 3D you mean being able to tell where the fire comes from (Aka top/bottom/left/right trails off farther the sound is.)? Would be a nice idea but defiantly not on the priority list 
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Arsanthania
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« Reply #6 on: November 07, 2010, 06:44:17 PM » |
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okay i see 3 options with the sounds in the future, you can add options if there are more, but in my game dev experience, there are 3 (universally)
+the option to convert to Ogg Vorbis
A. keep the sounds the way they are. (not likely) B. allow for greater resolution .wav's or .ogg's, but keep the sound engine the same C. add 3d sounds, allowing for a greater quality in over all game play, and sound detail.
C. is the most difficult, but the best, but if you only do B, i'm fine with that.
my two cents on sounds.
Engine uses directsound now but I havent' done nothing more. You can use any resolution of .wav file really now, high quality ones etc, just don't have any yet really. Can't use ogg yet. By 3D you mean being able to tell where the fire comes from (Aka top/bottom/left/right trails off farther the sound is.)? Would be a nice idea but defiantly not on the priority list  that's what c is (top/bottom/left/right) but what i meant was that if you build it in now, it'll be something you can work around now, instead of having to go in a change a bunch of crap later. but that's in my experience with engines i built from the ground up.
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I can make good ship rotations, with anti-aliasing! PM me!
Working on a good SW mod, with the real sounds!
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AdmiralTigerclaw
Sound Developer
Expert Member
   
Posts: 734
Naval Commander: Forum Sound Admin
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« Reply #7 on: November 07, 2010, 06:57:34 PM » |
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I commented on a sound field system in another topic buried somewhere here in the R&D section.
It involves something like six to eight sound 'fields'.
I'd like to have those fields coded at some point, and the new sound definitions file layout made for it.
I don't know where on the list of priorities the sound field system is. But sound Dev work goes nowhere until I have that, and our rebuild of ships and new weapons has matured enough I can start doing things like that.
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GCFA Naval Commander Veteran Player - Supreme Spaceforce Agressor Owner: Samurai Penguin Studios Listen on Last.FM
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Arsanthania
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« Reply #8 on: November 07, 2010, 07:24:12 PM » |
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i use polor coordinates to locate the sound panning and volume:
sound_pan(sid,sin(point_direction(x,y,listener.x,listener.y)*.5) sound_vol(sid,1000/point_direction(x,y,listener.x,listener.y)) assuming that maxvol is 1, and panning is -1 to 1.
but i have no idea how dX sound works.
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I can make good ship rotations, with anti-aliasing! PM me!
Working on a good SW mod, with the real sounds!
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NiteHawk
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« Reply #9 on: November 08, 2010, 03:06:17 AM » |
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okay i see 3 options with the sounds in the future, you can add options if there are more, but in my game dev experience, there are 3 (universally)
+the option to convert to Ogg Vorbis
A. keep the sounds the way they are. (not likely) B. allow for greater resolution .wav's or .ogg's, but keep the sound engine the same C. add 3d sounds, allowing for a greater quality in over all game play, and sound detail.
C. is the most difficult, but the best, but if you only do B, i'm fine with that.
my two cents on sounds.
Engine uses directsound now but I havent' done nothing more. You can use any resolution of .wav file really now, high quality ones etc, just don't have any yet really. Can't use ogg yet. By 3D you mean being able to tell where the fire comes from (Aka top/bottom/left/right trails off farther the sound is.)? Would be a nice idea but defiantly not on the priority list  that's what c is (top/bottom/left/right) but what i meant was that if you build it in now, it'll be something you can work around now, instead of having to go in a change a bunch of crap later. but that's in my experience with engines i built from the ground up. No matter what at this stage it involves ripping it completely apart and redoing it as most of it is old coding. The reason why sound isn't on my todo list right now is purely becuase 2.0 isn't in a working order yet. The game can survive without '3d sounds', but it can't survive with crashes, bugs, or out of sync online gameplay, so those come first. Though after this I can see it coming next, but not before, for sure. Otherwise I'd be adding all the fun stuff people been gossiping/wanting by now.  But there's no reason to keep jamming the game with new stuff when the original game needs work.
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Arsanthania
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« Reply #10 on: November 08, 2010, 10:24:52 AM » |
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okay i see 3 options with the sounds in the future, you can add options if there are more, but in my game dev experience, there are 3 (universally)
+the option to convert to Ogg Vorbis
A. keep the sounds the way they are. (not likely) B. allow for greater resolution .wav's or .ogg's, but keep the sound engine the same C. add 3d sounds, allowing for a greater quality in over all game play, and sound detail.
C. is the most difficult, but the best, but if you only do B, i'm fine with that.
my two cents on sounds.
Engine uses directsound now but I havent' done nothing more. You can use any resolution of .wav file really now, high quality ones etc, just don't have any yet really. Can't use ogg yet. By 3D you mean being able to tell where the fire comes from (Aka top/bottom/left/right trails off farther the sound is.)? Would be a nice idea but defiantly not on the priority list  that's what c is (top/bottom/left/right) but what i meant was that if you build it in now, it'll be something you can work around now, instead of having to go in a change a bunch of crap later. but that's in my experience with engines i built from the ground up. No matter what at this stage it involves ripping it completely apart and redoing it as most of it is old coding. The reason why sound isn't on my todo list right now is purely becuase 2.0 isn't in a working order yet. The game can survive without '3d sounds', but it can't survive with crashes, bugs, or out of sync online gameplay, so those come first. Though after this I can see it coming next, but not before, for sure. Otherwise I'd be adding all the fun stuff people been gossiping/wanting by now.  But there's no reason to keep jamming the game with new stuff when the original game needs work. ya, i know :3
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I can make good ship rotations, with anti-aliasing! PM me!
Working on a good SW mod, with the real sounds!
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