Using the New Sound Code

Using the New Sound Code

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Argh
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Joined: 21 Feb 2005, 03:38

Using the New Sound Code

Post by Argh »

There seems to be a lot of confusion about this topic. I wrote a tutorial article on my website, but either it didn't help, or nobody read it.

So, here's a short repeat version.

Spring's sound code changed a lot, between 0.78 and 0.8.

Contrary to what people playing the OTA mods think... it is *not* broken; in fact, it's a lot more modern, and potentially useful, than it ever was before, with support for things like doppler and other fun toys. And it is actually working very nicely in 3D now, so sound volumes actually reflect where things are happening. With this power comes the additional responsibility of upgrading your games.

To prevent clipping (sounds are too loud, basically), and start taking advantage of the new capabilities, you must put in some work.

Attached to this post are three of the primary use-cases: sounds from COB, sounds from Weapons, and the master file, sounds.lua, which you *must* define manually, if you want to really see the maximum advantage of the new code. I have included the entire sounds.lua from P.U.R.E., so that you can see how much work it will require. This is not trivial stuff, but it does work. Until you do this, you will continue to have various problems, because no default can ever perform correctly for the different use-cases we want sounds to fulfill.
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