Ambient sounds

Ambient sounds

Requests for features in the spring code.

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Columbus
Posts: 157
Joined: 12 Jun 2006, 09:34

Ambient sounds

Post by Columbus »

Perhaps units could have ambient sounds(continuously emitting) if it isn't implemented already, because it would add some more realism to gameplay, besides it's too silent currently... It could have very short range as not to strain the cpu. Hearing units moving and flying would be really cool. So... what do you think?
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Re: Ambient sounds

Post by Gnomre »

It's already possible and up to the modder to do.
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Columbus
Posts: 157
Joined: 12 Jun 2006, 09:34

Re: Ambient sounds

Post by Columbus »

Good.

Do modders know it exists? I didn't notice it in the wiki. Wiki must be quite out of date.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Re: Ambient sounds

Post by Gnomre »

Play-sound has been in since 0.63b1 (check the news forum for a date on that), though play-sound kind of sucked since it was global and it stacked and stuff. Since the most recent release, we've had get PLAY_SOUND which is much more robust, so I suspect it'll start creeping its way in to various mods.

Modders should always pay attention to the changelog which ships in the docs folder at least, so neither of these should be a surprise to anyone capable.
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: Ambient sounds

Post by LordMatt »

Get the dynamic music widget and listen to OTA music while playing. You'll enjoy your Spring experience 10x more, I promise. :-)
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Ambient sounds

Post by Forboding Angel »

play sound pretty much fails for ambient sounds.

We need it to be positional instead of global.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: Ambient sounds

Post by Snipawolf »

It IS....

The only problem is that everyone hears it when they get close to the unit. So it gives positions away.
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LordMatt
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Joined: 15 May 2005, 04:26

Re: Ambient sounds

Post by LordMatt »

That is already true of many unit sounds.
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Ambient sounds

Post by kiki »

Its kind of a feature thats nice. For example, instead of scouting, i can use my very own stereo sonar system that i carry with me everywhere to pinpoint factories for the nukes.
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Columbus
Posts: 157
Joined: 12 Jun 2006, 09:34

Re: Ambient sounds

Post by Columbus »

Maybe bind it with LOS, so you don't hear units, that you can't see?
Or is that too hard to do? And add soundtypes for vehicles like SOUND_MOVING and SOUND_STOPPED?
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: Ambient sounds

Post by Peet »

Oh you mean all this stuff that get PLAY_SOUND does? :roll:
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LordMatt
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Joined: 15 May 2005, 04:26

Re: Ambient sounds

Post by LordMatt »

Peet wrote:Oh you mean all this stuff that get PLAY_SOUND does? :roll:
So this is a mod bug now?
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: Ambient sounds

Post by Peet »

LordMatt wrote:
Peet wrote:Oh you mean all this stuff that get PLAY_SOUND does? :roll:
So this is a mod bug now?
Yes, AFAIK get PLAY_SOUND fulfills all the roles mentioned above.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Re: Ambient sounds

Post by Gnomre »

Modders should always pay attention to the changelog which ships in the docs folder at least, so neither of these should be a surprise to anyone capable.
Well, scratch that theory :(
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: Ambient sounds

Post by Peet »

Gnome wrote:
Modders should always pay attention to the changelog which ships in the docs folder at least, so neither of these should be a surprise to anyone capable.
Well, scratch that theory :(
It's in the changelog. Or at least the wiki one.
edit: it's in the main one too.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Re: Ambient sounds

Post by Gnomre »

I know, but you seem to be the only other person who also knows, Peet.
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Re: Ambient sounds

Post by overkill »

Hell, Even I knew about it :shock:. READ THE FARKING CHANGLAWG, FTW
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Ambient sounds

Post by Argh »

I've been using all this stuff in P.U.R.E. since the first release.
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MightySheep
Posts: 243
Joined: 11 Nov 2007, 02:17

Re: Ambient sounds

Post by MightySheep »

I always have sounds disabled. Itunes ftw. Spring sounds are just irritating who wants to hear hundreds of metal makers constantly turning off and on when playing greenfields.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Ambient sounds

Post by Jazcash »

I think it's quite catchy. Someone should make a remix of all the Spring sound effects XD
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