I just realized sometihng about sound

I just realized sometihng about sound

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

I just realized sometihng about sound

Post by Dragon45 »

It's probably been brought up before, but:


I just realized why sounds so canned. Right now the sound level changes based on how close/far you are from the unit when you select it. However, what if the sound changed dnymically, as you scrolled?

most sounds last 2-3 seconds; i can easily scroll from highest view to closest view in that time, but if I am at highest zoom and the unit makes a sound, and I zoom out while the sound is still playing, it will not change in intentsity. If the sound changed in intensity, it would add so much environment :O


You select a unit in the zoomed-out view, and then zoom in, and the sound itm akes gets louder and louder until it ends, its as if you're actually dropping down to see the unit.


I realize that dynamic audio manipulation is probably far too CPU intensive (especially on the scale of how many units Spring has at any one time), so I'm not really expecting this to be implemented.

Just a thought.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I'd like sound to be dynamic as dragon pointed out, I'd also like an option for having units sounds always played full volume for infantry units with voices.

I'd also like TA's ok1 ok2 etc to be possible so a unit makes more sounds than just the one...

EAX support would be nice as well but is not necesary.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

i would like a setting when the sound volume is always the same.. @ each zoomlevel...


as it does get a bit quiet up there..
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Something ive noticed with the 3D directional sound thing:

When a sound comes from the side of the screen the sound sounds like it is coming from the side, not from 45° like it should. It just sounds weird. Its nothing major, but it bugs me. If the direction of the sound could be calculated based on it direction from the camera, instead of its position on the screen things would sound alot better.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Certain sounds just dont seem to carry. A big bertha for example, in OTA you could here it half way across the map, and you got the sense it was loud. In spring it's much quieter, unless you're close to ti in which case it makes a much louder noise than in OTA.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Alantai Firestar wrote:Certain sounds just dont seem to carry. A big bertha for example, in OTA you could here it half way across the map, and you got the sense it was loud. In spring it's much quieter, unless you're close to ti in which case it makes a much louder noise than in OTA.
This always trips me out when playing TAS.

Spring sound in general needs alot of work. Really playlist support is kindof dwarfed by these issues.
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

Sounds in spring are indeed soften to fast when getting further away from the source. And making it soften while the sound is still playing is a nice feature.
As long as the view is close enough, every player can hear the sounds. Even from battles they can't see.
I sometimes locate plasma cannons that way. Listen where the sound is the loudest.
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