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Ambient sounds
Posted: 05 Mar 2008, 18:38
by Columbus
Perhaps units could have ambient sounds(continuously emitting) if it isn't implemented already, because it would add some more realism to gameplay, besides it's too silent currently... It could have very short range as not to strain the cpu. Hearing units moving and flying would be really cool. So... what do you think?
Re: Ambient sounds
Posted: 05 Mar 2008, 19:58
by Gnomre
It's already possible and up to the modder to do.
Re: Ambient sounds
Posted: 05 Mar 2008, 20:13
by Columbus
Good.
Do modders know it exists? I didn't notice it in the wiki. Wiki must be quite out of date.
Re: Ambient sounds
Posted: 05 Mar 2008, 20:45
by Gnomre
Play-sound has been in since 0.63b1 (check the news forum for a date on that), though play-sound kind of sucked since it was global and it stacked and stuff. Since the most recent release, we've had get PLAY_SOUND which is much more robust, so I suspect it'll start creeping its way in to various mods.
Modders should always pay attention to the changelog which ships in the docs folder at least, so neither of these should be a surprise to anyone capable.
Re: Ambient sounds
Posted: 06 Mar 2008, 03:27
by LordMatt
Get the dynamic music widget and listen to OTA music while playing. You'll enjoy your Spring experience 10x more, I promise.

Re: Ambient sounds
Posted: 06 Mar 2008, 07:17
by Forboding Angel
play sound pretty much fails for ambient sounds.
We need it to be positional instead of global.
Re: Ambient sounds
Posted: 06 Mar 2008, 13:00
by Snipawolf
It IS....
The only problem is that everyone hears it when they get close to the unit. So it gives positions away.
Re: Ambient sounds
Posted: 06 Mar 2008, 13:58
by LordMatt
That is already true of many unit sounds.
Re: Ambient sounds
Posted: 06 Mar 2008, 14:37
by kiki
Its kind of a feature thats nice. For example, instead of scouting, i can use my very own stereo sonar system that i carry with me everywhere to pinpoint factories for the nukes.
Re: Ambient sounds
Posted: 06 Mar 2008, 15:24
by Columbus
Maybe bind it with LOS, so you don't hear units, that you can't see?
Or is that too hard to do? And add soundtypes for vehicles like SOUND_MOVING and SOUND_STOPPED?
Re: Ambient sounds
Posted: 06 Mar 2008, 15:36
by Peet
Oh you mean all this stuff that get PLAY_SOUND does?

Re: Ambient sounds
Posted: 07 Mar 2008, 02:36
by LordMatt
Peet wrote:Oh you mean all this stuff that get PLAY_SOUND does?

So this is a mod bug now?
Re: Ambient sounds
Posted: 07 Mar 2008, 02:40
by Peet
LordMatt wrote:Peet wrote:Oh you mean all this stuff that get PLAY_SOUND does?

So this is a mod bug now?
Yes, AFAIK
get PLAY_SOUND fulfills all the roles mentioned above.
Re: Ambient sounds
Posted: 07 Mar 2008, 03:12
by Gnomre
Modders should always pay attention to the changelog which ships in the docs folder at least, so neither of these should be a surprise to anyone capable.
Well, scratch that theory

Re: Ambient sounds
Posted: 07 Mar 2008, 04:07
by Peet
Gnome wrote:Modders should always pay attention to the changelog which ships in the docs folder at least, so neither of these should be a surprise to anyone capable.
Well, scratch that theory

It's in the changelog. Or at least the wiki one.
edit: it's in the main one too.
Re: Ambient sounds
Posted: 07 Mar 2008, 04:37
by Gnomre
I know, but you seem to be the only other person who also knows, Peet.
Re: Ambient sounds
Posted: 07 Mar 2008, 04:45
by overkill
Hell, Even I knew about it

. READ THE FARKING CHANGLAWG, FTW
Re: Ambient sounds
Posted: 07 Mar 2008, 07:39
by Argh
I've been using all this stuff in P.U.R.E. since the first release.
Re: Ambient sounds
Posted: 08 Mar 2008, 11:39
by MightySheep
I always have sounds disabled. Itunes ftw. Spring sounds are just irritating who wants to hear hundreds of metal makers constantly turning off and on when playing greenfields.
Re: Ambient sounds
Posted: 08 Mar 2008, 11:47
by Jazcash
I think it's quite catchy. Someone should make a remix of all the Spring sound effects XD