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scar3crow
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PostPosted: Sat Nov 25, 2006 7:13 am    Post subject: Reply with quote

That is a really good feature request. Could also be used to modify sound when in liquids ....
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Dr. Shadowborg
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PostPosted: Sun Nov 26, 2006 2:51 am    Post subject: Reply with quote

Just thought of a possible (maybe) way of doing this, though it'd probably be best for cutscenes, preferably without any ambience noises.

The way it would work would be to stuffcmd like mad, manually adjusting the main sound volume down to nothing, setting to whatever new sound you want, then stuffcmd like mad once again back up to whatever the main sound level was set at originally.

Obviously this would probably only work in SP though. *shrugs*
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Sajt



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PostPosted: Sun Nov 26, 2006 6:14 am    Post subject: Reply with quote

I think it was bloodmage that had some funky QC sound echoing Very Happy
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LordHavoc



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PostPosted: Sun Nov 26, 2006 10:50 pm    Post subject: Reply with quote

Sajt wrote:
I think it was bloodmage that had some funky QC sound echoing Very Happy


Blood Mage definitely had cheesy echo effects, I had completely forgotten about this - I hadn't really noticed that it was doing something special with sound while I was repeatedly dying in the ice caves from that stupid frost damage that even cold immunity spells barely protected me from (and not for long enough).
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Sajt



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PostPosted: Sun Nov 26, 2006 10:51 pm    Post subject: Reply with quote

Hehe.. it's always a touchy subject to bring up BloodMage around LordHavoc Very Happy
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Quake Matt



Joined: 05 Jun 2005
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PostPosted: Mon Nov 27, 2006 1:00 pm    Post subject: Reply with quote

*If* I ever get the Quake source compiled, I was planning to do some simple engine-based sound stuff. Nothing overly fancy, just surround-sound support and distance pitch-reduction.

Still, audio does seem to be a bit neglected by the mighty engine-coders...
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Mon Nov 27, 2006 11:27 pm    Post subject: Reply with quote

FrikaC wrote:
I personally would like to see the ability to do DSP style effects on the sound in certain areas of the map (e.g. make a cave all echo-y).


Another thing that keeps the sound dept to evolve is the lack of good and easy to use GPL sound libraries. Too bad you don't have something like FMOD to easily attach to an engine and add echoes, fades, doppler and another cool effects... Rolling Eyes
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LordHavoc



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PostPosted: Thu Nov 30, 2006 11:47 pm    Post subject: Reply with quote

Quake Matt wrote:
*If* I ever get the Quake source compiled, I was planning to do some simple engine-based sound stuff. Nothing overly fancy, just surround-sound support and distance pitch-reduction.

Still, audio does seem to be a bit neglected by the mighty engine-coders...


DarkPlaces has surround sound, but pitch control requires a rewrite of most of the quake sound system, which is why DP still lacks it.

I take some mild offense to your claim of ignoring sound, DarkPlaces has ogg decoding, higher quality resampling (which is done at load in quake, not at mix time like it normally would be, hence the pitch control problem), surround sound, a modified mixer based on audio block submission rather than DMA access (since sound drivers haven't liked direct DMA access since the old sound blaster days, although DMA is definitely much lower latency).
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LordHavoc



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PostPosted: Thu Nov 30, 2006 11:48 pm    Post subject: Reply with quote

frag.machine wrote:
Another thing that keeps the sound dept to evolve is the lack of good and easy to use GPL sound libraries. Too bad you don't have something like FMOD to easily attach to an engine and add echoes, fades, doppler and another cool effects... Rolling Eyes


SDL_mixer doesn't seem that bad to me but I haven't had a chance to examine it properly.
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frag.machine



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PostPosted: Fri Dec 01, 2006 10:02 pm    Post subject: Reply with quote

LordHavoc wrote:
frag.machine wrote:
Another thing that keeps the sound dept to evolve is the lack of good and easy to use GPL sound libraries. Too bad you don't have something like FMOD to easily attach to an engine and add echoes, fades, doppler and another cool effects... Rolling Eyes


SDL_mixer doesn't seem that bad to me but I haven't had a chance to examine it properly.


I just took a quick look to the docs... May be a start point, but lacks too many features (echoes, for example). At least it has an API to extend it using some kind of processor plugin, may worth a second look.
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LordHavoc



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PostPosted: Sun Dec 03, 2006 12:10 pm    Post subject: Reply with quote

frag.machine wrote:
LordHavoc wrote:
SDL_mixer doesn't seem that bad to me but I haven't had a chance to examine it properly.


I just took a quick look to the docs... May be a start point, but lacks too many features (echoes, for example). At least it has an API to extend it using some kind of processor plugin, may worth a second look.


Just spawn more sound sources for echoes, I HATE EAX reverb effects based on room size, they sound so cheesy, it's better to spawn echo sources at wall surfaces or leaf centers or anything of that sort, but not room size.
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MikeWoodham



Joined: 22 Nov 2006
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PostPosted: Sat Jan 06, 2007 8:33 pm    Post subject: length of sound Reply with quote

I seem to have found that there is a play limit of 3min 11 sec for a single .wav file in Q1SP. Does anyone know if there is a get around for this? I have some music files that are 4 - 5 minutes long that I want to incorporate into a level.
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venomus



Joined: 24 May 2005
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PostPosted: Sun Jan 07, 2007 12:26 am    Post subject: Reply with quote

Maybe someone should try and find out how Half-Life's sound engine works. It has supported dynamic pitch, convincing underwater, caves and other weird distort effects from the beginning, even in software.
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Sajt



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PostPosted: Sun Jan 07, 2007 2:55 am    Post subject: Reply with quote

Note what LordHavoc just said Smile
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