volume vs distance

volume vs distance

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shnorb
Posts: 147
Joined: 04 Jun 2005, 07:25

volume vs distance

Post by shnorb »

everytime i play spring, the way in which the volume of sound fx is altered by distances seems more and more inadequate. thats not to say i dont appreciate the idea of sounds dropping in volume as you move away from their sources, i just think it can be done better.
the main thing that annoys me is that the sounds the units make in response to you selecting them/ordering them changes volume the further away you are from them. i think that these sounds should be seperate and behave the same way regardless of the situation, unlikes battle noises and so forth.
now i dont know exactly how the volume level of stuff works, but i think certain sounds should have some sort of value that allows it to be heard over other sounds over a distance.
for example you should be able to hear the boom of a nuclear blast as a loud noise, even from a distance, and a laser as a faint noise.
well i dont know if im even discussing anything of importance anymore, but i had to get it outa my system so please excuse me if this seems like babble. :roll:
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

unit acknowledgements (communications) should not be effected by range at all, that's my two cents.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

unit acknologements should be a static volume... they should not be amplified by the number of simultaneouse orders, or the number of units given the order (for example, if I understand correctly, if you give 4 cons an order to build 4 buildings it will be 16 times as loud as giving 1 unit 1 order)
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BvDorp
Posts: 439
Joined: 14 Oct 2005, 12:09

Post by BvDorp »

MRT!

Do I get the points now? 8)
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

well... unless someone is giving prizes for the "Monthly Rotation Topic" now... you should have said MTR
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BvDorp
Posts: 439
Joined: 14 Oct 2005, 12:09

Post by BvDorp »

MTR!

:oops:

OT: guy has a point here. Any dev around wanting to change current behaviour?
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

also, when you use F6 to play without sound, the alarm sound ("unit under attack") is still played.
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

Thos sounds are currently not played at all, unless you are a spec.
But that bug is fixed in the SVN I belive.

I would like it too be adjustable how much the distance softens sounds.
Currently, if you are zoomed out max, you don't hear anything of the sound effects. Thus I rarely hear them.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Hm, I just noticed that with current development version on linux sound is always on, but after you press F6 it has approx. 10 times less volume. But you can still hear it...
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Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

Limiting the maximum distance fade to a value (maybe user adjustable) or using a logarithmic distance factor. Could stop the sound fading to nothing when you are zoomed right out.
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