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.
I just realized sometihng about sound
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- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
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.
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.
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.
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.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
This always trips me out when playing TAS.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.
Spring sound in general needs alot of work. Really playlist support is kindof dwarfed by these issues.
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.
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.