Sound
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yeah see i think that we can get the sounds from REAL artillery. Just have it fire over a recording device from long distance's, several time's. And record the actual blast site. And have a recorder next to the artillery pice when it fire's and then get some kind of doppler effecty thing and combine them into a 3d sound eXpirence. Either that, or find some one else who has already doen it and steal it from them.
and dosent anyone think my avatar is cool or what? Or is it just me. Yeah... nah...eh?
and dosent anyone think my avatar is cool or what? Or is it just me. Yeah... nah...eh?
Getting the sound from real artillery would be quite difficult - I mean, does anyone here live right up the alleyway of a military artillery test site ?
Unfortunately, I've no better ideas. We COULD record from other games, or search the 'net for them, but then the topic of copyright infringement comes up again.
Unfortunately, I've no better ideas. We COULD record from other games, or search the 'net for them, but then the topic of copyright infringement comes up again.
Ok colorblind, sound volume = D/H is probably too simple, and I believe you if you says your more complex formula are needed. Anyway, it was just to give the idea that units in first person mode should have the same sound volume as units seen from far far above, while keeping some fading of the sound of distant units, while having all units one screen sound the same in overview mode but having distant units sound quieter in FPS mode.
Also, since screen are rectangular, is there any way to keep the rectangularity in the sound fading or is it just too much work for too little effect?
And don't forget that once you've found the lines of code that sound good, the next step is to maker sure they are properly submited to the CVS thing.
Also, since screen are rectangular, is there any way to keep the rectangularity in the sound fading or is it just too much work for too little effect?
And don't forget that once you've found the lines of code that sound good, the next step is to maker sure they are properly submited to the CVS thing.
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colorblind
- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
I just had an idea for a model that might work perfectly... and it's really quite simple. Here's a diagram:

The white area (the x-z plane) is a section of the map, while the camera mostly hangs above it. There are two key ingredients:
"distance" = 1 - | f - p | / d
It's in between quotation marks because it's not really a distance. It's normalized to be 1 when f = p and to be 0 when f - p = d.
I think this would work really well, but I haven't yet been able to test it. In a few hours I'll let you know ...
Furthermore I'm still in favour of only being able to hear sounds that come from within your LOS, but that's just me. Let me know what you guys think about it.

The white area (the x-z plane) is a section of the map, while the camera mostly hangs above it. There are two key ingredients:
- You hear sounds coming from p as if the camera were located in f, not c (that is, you hear sounds as if you're standing on the map at the spot f, not as if you're floating above the map).
- You don't hear sounds coming from outside the radius d.
"distance" = 1 - | f - p | / d
It's in between quotation marks because it's not really a distance. It's normalized to be 1 when f = p and to be 0 when f - p = d.
I think this would work really well, but I haven't yet been able to test it. In a few hours I'll let you know ...
Furthermore I'm still in favour of only being able to hear sounds that come from within your LOS, but that's just me. Let me know what you guys think about it.
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colorblind
- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
Damn, I just realized it wouldn't work if the spot of the soundevent was above the location of the camera ...
Anyway, this is more of a dev-kinda-thing, so I started a topic here: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1316
Anyway, this is more of a dev-kinda-thing, so I started a topic here: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1316
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Warlord Zsinj
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
I agree about using F and not C as the point where the sound volume is 100%. As to what rule to use to decrease sound in the distance, just do trials to check what sounds good.
What about planes and cliff in your diagramm? Or is it what you realised in last post? Maybe white plane could be the horizontal plane containing the sound event, not the ground surface.
What about planes and cliff in your diagramm? Or is it what you realised in last post? Maybe white plane could be the horizontal plane containing the sound event, not the ground surface.
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colorblind
- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
You're right, this model doesn't work well if the sound comes from a position above the map. In my post in the dev-forum I proposed a new model that does encompass this.zwzsg wrote:What about planes and cliff in your diagramm? Or is it what you realised in last post?
In that new model I used the plane perpendicular to vector of the camera, which is even better (I think). But let's not continue this discussion here, but in the dev-forum.zwzsg wrote:Maybe white plane could be the horizontal plane containing the sound event, not the ground surface.
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Warlord Zsinj
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Just nick 'em from games and films. There is so much sharing of soundbits all over the place, its amazing. I swear I've heard sounds from TA in movies before.
EDIT: Now that I remember, the user SadisticSid (who is around occasionally) created a soundmod for TA, where he redid a number of sounds, including the bertha sound. I remember the new Bertha sound was a far more fitting resounding boom.
I don't think I have it anymore; does anyone know where it is?
... Anyway, you could use some sounds from that, but more importantly, it shows that it isn't difficult to do sounds.
EDIT: Now that I remember, the user SadisticSid (who is around occasionally) created a soundmod for TA, where he redid a number of sounds, including the bertha sound. I remember the new Bertha sound was a far more fitting resounding boom.
I don't think I have it anymore; does anyone know where it is?
... Anyway, you could use some sounds from that, but more importantly, it shows that it isn't difficult to do sounds.
i swear i must have heard the sound that is played in starcraft (the one where you select the Terran barracks and the scream is heard) about a thousand times in horror movies. RRRREEEEEAAAAAAAAAAaaa!!!! ___^___
yes, someone with more time on their hands than me should get some excellent sounds
(BTW Zoombie i love your Avatar. Everytime you post i picture it moving and saying exacly what you type.....mmmm....advanced 2020 A.D. avatars that mimic what people type on their Computational Devices...mmmllllaaaaaaalalaaaaaaaa lllll /drools/ (see SHEEKEL avatar.....)
yes, someone with more time on their hands than me should get some excellent sounds
(BTW Zoombie i love your Avatar. Everytime you post i picture it moving and saying exacly what you type.....mmmm....advanced 2020 A.D. avatars that mimic what people type on their Computational Devices...mmmllllaaaaaaalalaaaaaaaa lllll /drools/ (see SHEEKEL avatar.....)
Thanks. My avitar is the semi-lovable zombie BuB, in George Romeo's Day of the Dead. He was a soldier, and re-lerns, among other things, how to use guns, salute and listen to betoven. The picture that i used is when he was re-lerning how to shave. It was absolutly great. Its odd that a man eating, undead cannable is the most likeable and least objectionably charicter in the entire movie. Whitch may of been Romero's point now that i think about it....
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Warlord Zsinj
- Imperial Winter Developer
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- Joined: 24 Aug 2004, 08:59
Wow zoombie; that may well be the most intelligent thing you've said since you joined. You are capable of sentient thought!
There are a number of ways to get at the sounds. The best way is to crack open the game and rip the sound directly. This is because you will get the sound, as intended for the game, without any loss of quality. This is usually very easy, but if you can't work out how to get it into the game, just surf around its community for a bit for clues.
The other way, which I think is not a good idea unless you have good recording software, is just to record the sounds as the game plays them. Again, not a good idea unless you know what you are doing.
There are a number of ways to get at the sounds. The best way is to crack open the game and rip the sound directly. This is because you will get the sound, as intended for the game, without any loss of quality. This is usually very easy, but if you can't work out how to get it into the game, just surf around its community for a bit for clues.
The other way, which I think is not a good idea unless you have good recording software, is just to record the sounds as the game plays them. Again, not a good idea unless you know what you are doing.
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Warlord Zsinj
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Well, get a bunch of sounds, and then pack them (name them for what you intend them to replace) in a zip and upload them to fileuniverse so we can all have a hear and tell you what we think.
Technically sounds are found in unit HPI's, so you'd have to use HPIVIEW to look at something like EvoTA, unpack it, put swap the sounds around, and repack it.
But remember, what we were really after here wasn't to change sounds, but rather to get some ambient sounds for units (I agree with the total war march, but if you could mix that sound with some metallic clanking, it would be much cooler). In which case, the ability has to be hard coded into spring, and there is no way for you to do it. Just do the fileuniverse upload thing I pointed out.
This isn't a project you can do by yourself, so I'd suggest getting some help. I'd also expect people to be very critical to the sounds you pick. Sounds have to be distinctive and integrated, but they must not be grating, irritating or out of place at all costs.
And yes, it was thinking about what the point of the movie was that was intelligent.
And as a personal request, Zoombie, please run your posts through Microsoft Word or some other word processor before you post them. It is rather hard to understand you, and a little effort on your part would be appreciated. Dyslexia is no excuse, as you can just use a spell checker to clean up your posts.
Technically sounds are found in unit HPI's, so you'd have to use HPIVIEW to look at something like EvoTA, unpack it, put swap the sounds around, and repack it.
But remember, what we were really after here wasn't to change sounds, but rather to get some ambient sounds for units (I agree with the total war march, but if you could mix that sound with some metallic clanking, it would be much cooler). In which case, the ability has to be hard coded into spring, and there is no way for you to do it. Just do the fileuniverse upload thing I pointed out.
This isn't a project you can do by yourself, so I'd suggest getting some help. I'd also expect people to be very critical to the sounds you pick. Sounds have to be distinctive and integrated, but they must not be grating, irritating or out of place at all costs.
And yes, it was thinking about what the point of the movie was that was intelligent.
And as a personal request, Zoombie, please run your posts through Microsoft Word or some other word processor before you post them. It is rather hard to understand you, and a little effort on your part would be appreciated. Dyslexia is no excuse, as you can just use a spell checker to clean up your posts.
