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sounds going from queit to EAR SHATTERING.

Posted: 26 Feb 2012, 21:27
by smoth
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?

Re: sounds going from queit to EAR SHATTERING.

Posted: 20 Apr 2012, 16:51
by Forboding Angel
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.

Re: sounds going from queit to EAR SHATTERING.

Posted: 20 Apr 2012, 16:56
by Jazcash
Wow I thought it was just me. 1% volume is still too loud for me atm...

Re: sounds going from queit to EAR SHATTERING.

Posted: 20 Apr 2012, 19:08
by jK
use sounds.lua:
1. limit concurrent sounds of a type
2. randomize sounds played (pitchmod & gainmod)

Re: sounds going from queit to EAR SHATTERING.

Posted: 20 Apr 2012, 19:13
by smoth
Thanks JK!

Re: sounds going from queit to EAR SHATTERING.

Posted: 20 Apr 2012, 19:13
by FLOZi
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

Re: sounds going from queit to EAR SHATTERING.

Posted: 26 Apr 2012, 07:28
by Forboding Angel
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.

Re: sounds going from queit to EAR SHATTERING.

Posted: 26 Apr 2012, 10:18
by knorke
to avoid adding maxconcurrent=bla etc by hand in many places use a loop in sounds.lua (or _post maybe)

Re: sounds going from queit to EAR SHATTERING.

Posted: 26 Apr 2012, 15:18
by smoth
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.