View topic - sounds going from queit to EAR SHATTERING.



All times are UTC + 1 hour


Post new topic Reply to topic  [ 9 posts ] 
Author Message
PostPosted: 26 Feb 2012, 21:27 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
I am trying to get the sounds in gundam to be both audible and bearable at the same time.

I can balance out the volume for when all guns are firing but then when combat happens with only a few units shooting it is really quiet. Other times I get a good singular volume level but when say 5 fire, it is ear shatteringly loud.

I am not a sound guy, what am I doing wrong?


Top
 Offline Profile  
 
PostPosted: 20 Apr 2012, 15:51 
Evolution RTS Developer
User avatar

Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Late reply is late but basically spring adds sounds to the mix (especially if they are the same sound). The correct method is culling sounds that use the same file if they get to be too much.

Latest spring (88) does this to some degree.


Top
 Offline Profile  
 
PostPosted: 20 Apr 2012, 15:56 
Tournaments Moderator
User avatar

Joined: 08 Dec 2007, 17:39
Location: UK - England
Wow I thought it was just me. 1% volume is still too loud for me atm...


Top
 Offline Profile  
 
PostPosted: 20 Apr 2012, 18:08 
Spring Developer
User avatar

Joined: 28 Jun 2007, 06:30
use sounds.lua:
1. limit concurrent sounds of a type
2. randomize sounds played (pitchmod & gainmod)


Top
 Offline Profile  
 
PostPosted: 20 Apr 2012, 18:13 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
Thanks JK!


Top
 Offline Profile  
 
PostPosted: 20 Apr 2012, 18:13 
Moderator
User avatar

Joined: 29 Apr 2005, 00:14
Location: #moddev - join it!
jK wrote:
use sounds.lua:
1. limit concurrent sounds of a type
2. randomize sounds played (pitchmod & gainmod)



Tags documented here http://springrts.com/wiki/Sounds.lua#So ... Properties


Top
 Online Profile  
 
PostPosted: 26 Apr 2012, 06:28 
Evolution RTS Developer
User avatar

Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
This method seems quite backwards. Needs to be done automagically for sounds that have x amount of concurrent sounds at any given point in a game.


Top
 Offline Profile  
 
PostPosted: 26 Apr 2012, 09:18 
Moderator
User avatar

Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
to avoid adding maxconcurrent=bla etc by hand in many places use a loop in sounds.lua (or _post maybe)


Top
 Offline Profile  
 
PostPosted: 26 Apr 2012, 14:18 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
Forboding Angel wrote:
This method seems quite backwards. Needs to be done automagically for sounds that have x amount of concurrent sounds at any given point in a game.
knorke wrote:
to avoid adding maxconcurrent=bla etc by hand in many places use a loop in sounds.lua (or _post maybe)

is the automagically part knorke is explaining forb.


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 9 posts ] 

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 0 guests


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 post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group

Site layout created by Roflcopter et al.