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jim

Joined: 05 Aug 2005 Posts: 400 Location: In The Sun
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Posted: Mon Jan 02, 2006 12:33 pm Post subject: Sound frequency/pitch |
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I managed to code an "ambient_generic"(like in half-life) function with qc. It can play any sound you want, any volume from 0-100(divided by hundred to get it into 0.00-1.00 format). It can also play the sounds with different attenuations(some sound radius). It also has an unfinished random looping interval, which I intend to finish sometime soon. I'll also add some start silent and play once flags into it.
Is it possible to change the sound pitch/frequency with qc? I'm doing it for DarkPlaces and I couldn't find anything from the qc files... Only thing that first looked like what I was looking for was this:"DP_QC_CHANGEPITCH" but then it turned out to be something to do with changing some object angles... _________________ zbang! |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Mon Jan 02, 2006 6:11 pm Post subject: |
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No can do jim. The Quake sound engine is very limited, and in many ways quite icky, yet surprisingly no one has cared to update it. LordHavoc has a sound engine ready for implementation (more or less), but that's still a lot of work, concerning it still needs to work with all the old mods and so forth. DarkPlaces does have (currently broken) support for surround sound though, but that's as far as it goes, for now. _________________ Look out for Twigboy |
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jim

Joined: 05 Aug 2005 Posts: 400 Location: In The Sun
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Posted: Mon Jan 02, 2006 9:38 pm Post subject: |
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Ah well.. Thanks for the answer.. I'm happy it can at least do those couple things... _________________ zbang! |
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