Disintegrator Gun sound

Disintegrator Gun sound

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Jools
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Disintegrator Gun sound

Post by Jools »

I've discovered that the D-GUN sound is actually a bug: the D-Gun 'projectile', as opposed to other weapons' projectiles, creates many exploions. These explosions get superimposed on each other, and therefore the resulting sound from D-Gun sounds so metallic.

This doesn't happen in BA. They seem to do things differently.

Now, my question is, do we want to change this? People have become accustomed to the way the D-Gun sounds, even thought it's a bug originally.
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Jools
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Re: Disintegrator Gun sound

Post by Jools »

Here's the output from the i nfolog when I echo the relevant events. You can see that the D-Gun has many explosion events, and since every one plays an explode sound, I think the current behaviour is actually unintentional.

Code: Select all

[f=0000071] ProjectileCreated: , 0, 14, true, DGun
[f=0000083] ProjectileExplosion: , 14, true, 11.010233879089, 11.010233879089
[f=0000084] ProjectileExplosion: , 14, true, 11.105421066284, 11.105421066284
[f=0000085] ProjectileExplosion: , 14, true, 11.29386806488, 11.29386806488
[f=0000086] ProjectileExplosion: , 14, true, 11.586132049561, 11.586132049561
[f=0000087] ProjectileExplosion: , 14, true, 11.837173461914, 11.837173461914
[f=0000088] ProjectileExplosion: , 14, true, 12.062975883484, 12.062975883484
[f=0000089] ProjectileExplosion: , 14, true, 12.262475967407, 12.262475967407
[f=0000090] ProjectileExplosion: , 14, true, 12.525394439697, 12.525394439697
[f=0000091] ProjectileExplosion: , 14, true, 12.818235397339, 12.818235397339
[f=0000092] ProjectileExplosion: , 14, true, 13.021080970764, 13.021080970764
[f=0000093] ProjectileExplosion: , 14, true, 13.103567123413, 13.103567123413
[f=0000094] ProjectileExplosion: , 14, true, 12.962494850159, 12.962494850159
[f=0000095] ProjectileExplosion: , 14, true, 12.755685806274, 12.755685806274
[f=0000096] ProjectileExplosion: , 14, true, 12.536497116089, 12.536497116089
[f=0000097] ProjectileExplosion: , 14, true, 12.350299835205, 12.350299835205
[f=0000098] ProjectileExplosion: , 14, true, 12.242471694946, 12.242471694946
[f=0000099] ProjectileExplosion: , 14, true, 12.226655960083, 12.226655960083
[f=0000100] ProjectileExplosion: , 14, true, 12.222546577454, 12.222546577454
[f=0000101] ProjectileExplosion: , 14, true, 12.240295410156, 12.240295410156
[f=0000102] ProjectileExplosion: , 14, true, 12.324413299561, 12.324413299561
[f=0000103] ProjectileExplosion: , 14, true, 12.543535232544, 12.543535232544
[f=0000104] ProjectileExplosion: , 14, true, 12.858166694641, 12.858166694641
[f=0000105] ProjectileExplosion: , 14, true, 13.166596412659, 13.166596412659
[f=0000106] ProjectileExplosion: , 14, true, 13.40859413147, 13.40859413147
[f=0000107] ProjectileExplosion: , 14, true, 13.55685043335, 13.55685043335
[f=0000108] ProjectileExplosion: , 14, true, 13.727013587952, 13.727013587952
[f=0000109] ProjectileExplosion: , 14, true, 13.9507188797, 13.9507188797
[f=0000125] ProjectileDestroyed: , 0, true, 0
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PicassoCT
Journeywar Developer & Mapper
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Re: Disintegrator Gun sound

Post by PicassoCT »

accidents are bad- better reproduce it and safe it as soundfile.. what if devs one day do fix?


Also, you can build so many beatifull sounds .. even with metallic echos you can do something better.
[KnoX]ElementalGizmo
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Re: Disintegrator Gun sound

Post by [KnoX]ElementalGizmo »

aaaaaaaaaaah! u cleaver bastard! 8)

Ive hated the sound of the dgun being the way it is, always.

Ide appreciate it if you could write some lua magic to stop the sound from spamming please.
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Jools
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Re: Disintegrator Gun sound

Post by Jools »

Yeah, but doing it in Lua is complicated. There is no information in the Explosion event of which unit fired the D-Gun. We need this to filter out the explosions for each unit, but different commanders D-Gunning at the same time should yield multiple sounds.

One hacky fix would be to allow only one D-Gun sound about each 30 frames. But maybe there's a better way to do it?
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knorke
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Re: Disintegrator Gun sound

Post by knorke »

dgun has two sounds:
soundstart=armcomgun;
soundhitdry=armcomhit;
1) when it fires, that can stay same
2) when it hit grounds

imo gadget is overkill, first try to simply change volume of the hit sound.
maybe try shorten it too, so less sounds overlap.
http://springrts.com/wiki/Sounds.lua
maxconcurrent might work too.


atm Dgun sounds like BOM - WRAGAHLWARGRAGRAGRAGRA
I would be fine if dgun sound is like BOM - silence
or maybe BOM - grgrgrgr

But then dgun has always wragbagragrgred so Idk if people want to keep it or something? It it is somewhat important that dgun sound is easy to recognize..
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Jools
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Re: Disintegrator Gun sound

Post by Jools »

Yes, I'm talking about the hit sound, that's the sound that's triggered by the explosion event. BA has the D-Gun sound like BOM - KAAM, i.e only one explosion sound. Wonder how that's done.

It would be really easy to make it sound like BOM - silence: just remove the armcomhit-sound. But there's a small difference: when you D-Gun in air or water then you don't get the hit sound. So it would be nice to have something there still.
[KnoX]ElementalGizmo
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Re: Disintegrator Gun sound

Post by [KnoX]ElementalGizmo »

Bump

Any news on this?
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jK
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Re: Disintegrator Gun sound

Post by jK »

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Jazcash
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Re: Disintegrator Gun sound

Post by Jazcash »

knorke wrote:atm Dgun sounds like BOM - WRAGAHLWARGRAGRAGRAGRA
I would be fine if dgun sound is like BOM - silence
or maybe BOM - grgrgrgr
I had so much fun reading this, I'm going to read it again.
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Jools
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Re: Disintegrator Gun sound

Post by Jools »

Ok, but that still sounds (if you excuse the terminology) as a workaround: the main problem is that there are about 20 explosions from 1 projectile. There should be 1 explosion.

But I will try how that fix sounds.
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PicassoCT
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Re: Disintegrator Gun sound

Post by PicassoCT »

Why not redo it anew with stuff from freesound.org? I once feared that too, but over time it became clear, that this part of the moddev, is the one, where the biggest result is to be had with relatively low effort.
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Jools
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Re: Disintegrator Gun sound

Post by Jools »

I agree. I have already redone some sound things, such as the water sounds. Can freesounds sounds be used for free? Is it sound to do so and does it sound as a good idea?

The water splash sound sounds too much as you drop something in the toilet, not like a shell hitting sea.
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PicassoCT
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Re: Disintegrator Gun sound

Post by PicassoCT »

because you dont search for watersplash right..

what you need is a little bit of ocean waves in the background (subconcious listenable)
something like a whale exaling or a mudvolcano (but fast)
and something coming in so fast it makes a sound like a dog whistle or a starting fireworks rocket reversed.. - or a sword woosh fastforwarded

Do not search for the stuff that you search, search instead for the stuff that could be mistaken for it.
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Jools
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Re: Disintegrator Gun sound

Post by Jools »

I found a good splash sound there now. As a bonus I also found a ducks quacking sound.
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PicassoCT
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Re: Disintegrator Gun sound

Post by PicassoCT »

Ducks in the artic, ducks on mars, duck everywhere
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Jools
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Re: Disintegrator Gun sound

Post by Jools »

I mentioned splash. It's a sine qua non condition for quacking.
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PicassoCT
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Re: Disintegrator Gun sound

Post by PicassoCT »

i like lava ducks..
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Jools
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Re: Disintegrator Gun sound

Post by Jools »

It's a rara avis.
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