Index | FAQ | Search | Memberlist | Usergroups | Profile | Log in to check your private messages | Log in | Register

Help With Sound? Goto page Previous 1, 2

| Inside3d Forums Forum Index -> QuakeC Programming

View previous topic :: View next topic
Author | Message
--- | ---
scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Sat Nov 25, 2006 7:13 am Post subject: |

That is a really good feature request. Could also be used to modify sound when in liquids ....

Back to top |

Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Sun Nov 26, 2006 2:51 am Post subject: |

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*
_________________
"Roboto suggests Plasma Bazooka."

Back to top |

Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Sun Nov 26, 2006 6:14 am Post subject: |

I think it was bloodmage that had some funky QC sound echoing _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

Back to top |

LordHavoc Joined: 05 Nov 2004 Posts: 243 Location: western Oregon, USA |

Posted: Sun Nov 26, 2006 10:50 pm Post subject: |

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

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).

Back to top |

Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Sun Nov 26, 2006 10:51 pm Post subject: |

Hehe.. it's always a touchy subject to bring up BloodMage around LordHavoc _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

Back to top |

Quake Matt Joined: 05 Jun 2005 Posts: 129 |

Posted: Mon Nov 27, 2006 1:00 pm Post subject: |

*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...

Back to top |

frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Mon Nov 27, 2006 11:27 pm Post subject: |

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...
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

Back to top |

LordHavoc Joined: 05 Nov 2004 Posts: 243 Location: western Oregon, USA |

Posted: Thu Nov 30, 2006 11:47 pm Post subject: |

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).

Back to top |

LordHavoc Joined: 05 Nov 2004 Posts: 243 Location: western Oregon, USA |

Posted: Thu Nov 30, 2006 11:48 pm Post subject: |

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...

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

Back to top |

frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Fri Dec 01, 2006 10:02 pm Post subject: |

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...

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.
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

Back to top |

LordHavoc Joined: 05 Nov 2004 Posts: 243 Location: western Oregon, USA |

Posted: Sun Dec 03, 2006 12:10 pm Post subject: |

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.

Back to top |

MikeWoodham Joined: 22 Nov 2006 Posts: 4 |

Posted: Sat Jan 06, 2007 8:33 pm Post subject: length of sound |

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.

Back to top |

venomus Joined: 24 May 2005 Posts: 44 |

Posted: Sun Jan 07, 2007 12:26 am Post subject: |

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.

Back to top |

Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Sun Jan 07, 2007 2:55 am Post subject: |

Note what LordHavoc just said _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

Back to top |

Display posts from previous:

| Inside3d Forums Forum Index -> QuakeC Programming | All times are GMT Goto page Previous 1, 2
Page 2 of 2

Jump to:

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Powered by phpBB © 2004 phpBB Group