Additional SoundStream functions

Additional SoundStream functions

Requests for features in the spring code.

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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Additional SoundStream functions

Post by REVENGE »

I'd like an lua function that allows you to set the current soundstream's volume, without stopping the soundstream, as well as an option to pause/resume the current soundstream (one function should suffice for setting all these parameters).
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aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: Additional SoundStream functions

Post by aegis »

i.e. Spring.ManipulateSoundStream(volume, playstate, file, fade, randomseed, param2, unitId, x, y, z, x, vector, x, whiskey, tango, foxtrot)
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Additional SoundStream functions

Post by REVENGE »

aegis wrote:i.e. Spring.ManipulateSoundStream(volume, playstate, file, fade, randomseed, param2, unitId, x, y, z, x, vector, x, whiskey, tango, foxtrot)
OK! I'LL TAKE IT! :twisted:
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: Additional SoundStream functions

Post by jK »

Already got the idea to read the changelog? before posting requests ...
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Additional SoundStream functions

Post by REVENGE »

jK wrote:Already got the idea to read the changelog? before posting requests ...
*sigh, I read it, but I totally missed/forgot about this. :?
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Additional SoundStream functions

Post by Warlord Zsinj »

Has anyone managed to get a decent doppler effect working? (Without using the split up wav system that I think s44 has)
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Additional SoundStream functions

Post by Argh »

That should be possible if we were able to pass arguments directly to OpenAL, doing pitch-bends etc. are part of its features.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Additional SoundStream functions

Post by Warlord Zsinj »

I was thinking it could be pretty cool to do the TIE fighter effects as a constant engine noise, and then have the doppler account for the 'scream'.

So not possible currently, despite the recent changes mentioned in this thread?
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Stealth870
Posts: 166
Joined: 13 Sep 2004, 00:25

Re: Additional SoundStream functions

Post by Stealth870 »

Where can I find said changelog?
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Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: Additional SoundStream functions

Post by Pendrokar »

Stealth870 wrote:Where can I find said changelog?
http://spring.clan-sy.com/websvn/filede ... rev=0&sc=0
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Stealth870
Posts: 166
Joined: 13 Sep 2004, 00:25

Re: Additional SoundStream functions

Post by Stealth870 »

I'd like to request a Spring.GetSoundStreamLength() -> number in seconds. :mrgreen:
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Additional SoundStream functions

Post by AF »

Why seconds? Wouldn't it better be ms?
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Stealth870
Posts: 166
Joined: 13 Sep 2004, 00:25

Re: Additional SoundStream functions

Post by Stealth870 »

Well, I guess that would work too. :roll:
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Additional SoundStream functions

Post by lurker »

It's all floats anyway...
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Additional SoundStream functions

Post by Tobi »

Hence, seconds is better cause it's the unit itself without arbitrary multiplication factor.
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