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jim

Joined: 05 Aug 2005 Posts: 400 Location: In The Sun
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Posted: Tue Oct 21, 2008 7:47 pm Post subject: Effects for Sound Effects |
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Are there any plans to have effects for sound effects? Or are we doomed to have the sounds sound the same in every room? I would like to hear some reverb, echo, flanger, pitch changes and modulate them with LFO.
What about are the sounds following the entity that made the sound, or do they just stick to the spot the sound started at?
Are there any engines that already do something for the sounds? _________________ zbang! |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Wed Oct 22, 2008 6:47 am Post subject: |
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hear hear _________________ Look out for Twigboy |
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Chris
Joined: 05 Aug 2006 Posts: 78
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Posted: Sun Oct 26, 2008 9:03 am Post subject: |
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Pitch modulation would be fantastic, even Half-Life1 era reverb could add a lot of depth. Can't say I'd hold my breath though until someone convinces LH or another capable dev it is worth their time. |
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Sun Oct 26, 2008 11:55 am Post subject: |
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halflife has special triggers that change what sound effects to use based on area.
I had a go implementing eax in fte for underwater effects. It seemed... clumsy. It would only initialise half the time or something.
Dunno, maybe I was just initialising it wrongly.
Either way, while its possible to add, but it needs a lot of gamecode interaction, because doing it automatically will be too random. Or the engine could look for the triggers... _________________ What's a signature? |
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Chris
Joined: 05 Aug 2006 Posts: 78
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Posted: Mon Oct 27, 2008 12:25 am Post subject: |
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That would be the idea, providing developers with tools capable of adding it to maps, not enhancing mods / games this engine supports pre-installment of the feature unless its something that is inherent
within the world (like your sound changes underwater). |
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goldenboy

Joined: 05 Sep 2008 Posts: 310 Location: Kiel
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Posted: Fri Feb 06, 2009 1:32 pm Post subject: Re: Effects for Sound Effects |
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jim wrote: |
What about are the sounds following the entity that made the sound, or do they just stick to the spot the sound started at? |
I'd like to know if this is possible in a Quake 1 engine.
Example: Rockets emitting sound like in Quake 2.
? |
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mh

Joined: 12 Jan 2008 Posts: 909
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Posted: Fri Feb 06, 2009 3:36 pm Post subject: |
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Chris wrote: | Pitch modulation would be fantastic, even Half-Life1 era reverb could add a lot of depth. Can't say I'd hold my breath though until someone convinces LH or another capable dev it is worth their time. |
I'm convinced (although whether I'm capable is another matter ) and it's on my to-do list; specifically the underwater effects mentioned above. I've already migrated my sound code to DirectSound 8 so it should be a lot easier. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Posted: Fri Feb 06, 2009 7:30 pm Post subject: Re: Effects for Sound Effects |
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goldenboy wrote: | jim wrote: |
What about are the sounds following the entity that made the sound, or do they just stick to the spot the sound started at? |
I'd like to know if this is possible in a Quake 1 engine.
Example: Rockets emitting sound like in Quake 2.
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um, i dont see why it wouldnt be possible, but i think that would be more of a QC thing wouldnt it? _________________ QuakeDB - Quake ModDB Group |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Fri Feb 06, 2009 8:35 pm Post subject: Re: Effects for Sound Effects |
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ceriux wrote: | goldenboy wrote: | jim wrote: |
What about are the sounds following the entity that made the sound, or do they just stick to the spot the sound started at? |
I'd like to know if this is possible in a Quake 1 engine.
Example: Rockets emitting sound like in Quake 2.
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um, i dont see why it wouldnt be possible, but i think that would be more of a QC thing wouldnt it? |
It's not really possible in standard QC, since sounds are staticly placed, and don't follow their parent entities around. You could make a very short sound and have the rocket play it every few frames, but that would kinda suck. _________________ Apathy Now! |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Fri Feb 06, 2009 8:52 pm Post subject: |
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In CSQC they follow entities around... _________________ Look out for Twigboy |
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MDave

Joined: 17 Dec 2007 Posts: 75
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Posted: Sat Feb 07, 2009 12:33 am Post subject: |
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It's a funny coincidence that all the features we want these days are things Half-Life have. I wonder how many of us would switch over to Half-Life for modding if that ever got open-sourced.
How about this: Get in contact with the original Half-Life engine coders and ask them a bunch of questions, possibly revealing how certain things were done
PS: Did I just hear Arnold's voice?
PPS: I totally didn't know rockets didn't emit their own sound in Quake. I thought they did  |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Sat Feb 07, 2009 2:12 am Post subject: |
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MDave wrote: | It's a funny coincidence that all the features we want these days are things Half-Life have. I wonder how many of us would switch over to Half-Life for modding if that ever got open-sourced.
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Nope, DP is a lot more advanced than the HL engine, despite a few quirks. Also, gamecode for HL is an arse to do, not as easy as QC. _________________ Apathy Now! |
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MeTcHsteekle
Joined: 15 May 2008 Posts: 397 Location: its a secret
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Posted: Sat Feb 07, 2009 3:46 am Post subject: |
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when ever you say QC the clouds part to let the sun shone through and a heavenly choir sounds ... then you test it and its a killing spree of evil and blood. best of both _________________ bah |
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MDave

Joined: 17 Dec 2007 Posts: 75
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Posted: Sat Feb 07, 2009 4:23 pm Post subject: |
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MauveBib wrote: | MDave wrote: | It's a funny coincidence that all the features we want these days are things Half-Life have. I wonder how many of us would switch over to Half-Life for modding if that ever got open-sourced.
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Nope, DP is a lot more advanced than the HL engine, despite a few quirks. Also, gamecode for HL is an arse to do, not as easy as QC. |
But it still lacks things HL does. And it doesn't have a software rendering mode. And there is no chance of porting the engine to an embedded device or other low spec platforms because of its much higher requirements This might not sound important to people that just like to mod on the PC, but its rather important for people that use it on other devices or platforms.
I love QC though  |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Sun Feb 08, 2009 7:14 am Post subject: |
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Quote: | <apples> more advanced than <oranges> |
I really have come to hate that expression.
It doesn't convey any information.
And it is hard to compare apples to oranges when oranges don't do everything that apples do.
I appreciate all the advancement that apples have to offer, yet I still crave what oranges have to offer.
The idea would be something that offered everything that the best apples have to offer, while having all the options oranges have to offer meanwhile -- yes I'm crazy -- while offering none of the disadvantages of apples OR oranges.
Trying to stay on topic, I'd really like it if apples offered the muck with the sound option that oranges have. Or if someone knew of an open source pear with this feature because I am kind of fond of the feature myself.
But really, Spike said enough ... |
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