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Built-in Reverb for Quake?
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Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Thu Mar 18, 2010 2:18 pm    Post subject: Reply with quote

Chip wrote:
Teiman wrote:
Chip wrote:
Teiman wrote:
All ideas are good.

Doing it "programatically" make it work on old maps, while if you need to add entities or new clip solids, will only work on new maps.


Right Tei, my idea would work for new maps only. But then again, OneManClan needs this for HIS mod, and he will create new maps.

He is not trying to implement these changes into old mods. And the work to have compatibility for ALL mods (some of them pretty hacky) is not justified.


Then either a CLIP, or doing a traceline for checking a "sky texture" are cool solutions.


Yeah, so far, so good.

But what if I fall into a large sewer pipe and I want my footsteps to reverb? Or if I enter a large cathedral and I want echo?

What he needs is a general purpose function to be used with multiple effects. I don't know if such sound effects could be called via a function, but I was thinking some kind of a Winamp plugin with all sorts of effects. Those are realtime, press a button and have a song played with a certain effect. I'm sure you know what I'm talking about.

Unfortunately, I know nothing about that kind of programming.


On this thread we have listed a lot of solutions. So is more a problem of choosing the ones fit your needs a skills. I would also love to know about sounds processing. I kind of think the "post-explosion" effect on Call of Duti (sounds are somewhat muted), is one of the best things happened to videogames on the last 5 years. Sounds can really create ambient.
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OneManClan



Joined: 28 Feb 2009
Posts: 62

PostPosted: Thu Mar 18, 2010 6:30 pm    Post subject: Reply with quote

Thanks guys, for your brilliant suggestions.

I was originally envisioning adding some DSP functions to the server software, and I'm so newb, I forgot that the *client* makes the sounds Embarassed , and all the server does is tell the client which .wav's to play ( and when). Any DSP would have to be run on the client.... right? So unless the client can respond to a 'play this .wav with reverb' instruction from the server, this can't be done...or can it...?


In any case, I've had a go at an underwater effect using processed wavs, and it works! If you're curious - check out tastyspleen.net:26666. It works with axes, shotguns and rockets. Try it - jump in the water and fire your shotgun. For some reason though grenades don't work..? I forgot how TINY the sound files are!!! So the extra sounds can be downloaded in seconds, though for those who haven't been to my server there might be quite a few other files u need to dl.

Anyway, I really think this 'method' will do nicely for now, hopefully someone can explain why the alternative sound for grenades doesn't work.

ALSO: you know the sound a rocket projectile makes, when it hits a surface? I can't find where that wav is , possibly this is not in the quake C..?



OneManClan
ps Whilst people have offered to make maps specifically for the O vs D format of the game, AGR (as currently played at the Weekly AGR Sessions) is currently played almost exclusively on old skool maps - 2fort5r, rock2, etc.
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Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Fri Mar 19, 2010 8:57 am    Post subject: Reply with quote

OneManClan wrote:
Thanks guys, for your brilliant suggestions.

I was originally envisioning adding some DSP functions to the server software, and I'm so newb, I forgot that the *client* makes the sounds Embarassed , and all the server does is tell the client which .wav's to play ( and when). Any DSP would have to be run on the client.... right? So unless the client can respond to a 'play this .wav with reverb' instruction from the server, this can't be done...or can it...?


The most easy and trivial task for any quake engine programmer would be to create a ampliation of the protocol to do that, tell the client to play a wav with a extra parameter.
But since this will break compatibility with everything, and must be supported by the clients, has been a big no-no in the community.
You could try to get the guys that are designing the new version of the protocol to support or "reserve" a sound message with parameters. So future clients and servers would have the support on the protocol..


Quote:

In any case, I've had a go at an underwater effect using processed wavs, and it works! If you're curious - check out tastyspleen.net:26666. It works with axes, shotguns and rockets. Try it - jump in the water and fire your shotgun. For some reason though grenades don't work..? .


Since you are using the autodownload system of quakeworld, It could be a artifact of such system... maybe you already have a file with that name, or something, so is not downloaded.
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