New soundtypes, for example moving sounds (engine sounds)?

New soundtypes, for example moving sounds (engine sounds)?

Requests for features in the spring code.

Moderator: Moderators

Post Reply
User avatar
centurion-1
Posts: 169
Joined: 31 Jan 2006, 20:53

New soundtypes, for example moving sounds (engine sounds)?

Post by centurion-1 »

Hey!
Since 3d audio is in and spring is fully 3d, I'm wondering if it would be possible to add more soundcategorys than the order sounds, for example movingsounds, a low engine rumble and say the sound of tankstracks to tanks, whupping rotors for helicopters, jet engine sound etc. Right now only weapon sounds in Spring makes battles sound a bit unrealistic, and when you zoom real close to a tank collumn for example its kinda unnatural for it to be silent. AFAIK this hasnt been asked for before and perhaps would not be to hard to do?
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

it seem in this release some change for sound
for selected it s better

but you can replac all sounds by yours always
i do it for reduce lag in ota
and keep it in taspring
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

I have a lot of Fallen Haven sounds, and steam too, should I make engine stall sounds and idle sounds and moving sounds, and just keep the engine running?
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

keep always running?
so it s a new feature sure
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Well, you can call sounds from the script, so...
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Guessmyname wrote:Well, you can call sounds from the script, so...
orly?



As far as idle sounds and sounds to play while moving... +1.
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

It's one of the change logs, hang on. It came with the support for a few TA:K scripty stuff if I recall.

I'll see if I can find it

EDIT: -Added support for loading TA:K COB files and implemented the TA:K-specific opcode play-sound.
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

Guessmyname wrote:Well, you can call sounds from the script, so...
so why does no mod use this yet? (as far as i know..)
I love the "whop whop whoop whooop whooop" when helicopters go down in C&C Generals.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

we didn't know... honestly.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Because, we are new, open minded, and don't mind sticking our fingers in the mud to find something :P

Even though we may find nothing.....

I am so gunna do this, it would be awesome to hear a bunch of engines coming when you make a large ass rush, the enemy could guess what was coming....
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Searching the changelog can be rewarding!

Spring Changelog
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Image
Pic filled with equal win.

and searching the forum....
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Yup its in my mod now :P

I am gonna have the robots have a weird ambient sound... Like a Vhooommm, with an electrical tinge
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

What I'd like would be more soud categories so units could play a different sound for confirming attack orders vs. move orders. Also allowing multiple files to be listed and one played at random each time. That would allow the confirmation comments units make in other RTSes. Currently you have to make them generic since you don't know what order the unit took and you have to make them short so repetition doesn't matter as much.
User avatar
unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

knorke wrote:
Guessmyname wrote:Well, you can call sounds from the script, so...
so why does no mod use this yet? (as far as i know..)
I love the "whop whop whoop whooop whooop" when helicopters go down in C&C Generals.
i was planning on doing that before my units open fire (when they're unfolding/readying for attack)
Post Reply

Return to “Feature Requests”