R E A L L Y good idea (sound handling)

R E A L L Y good idea (sound handling)

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

R E A L L Y good idea (sound handling)

Post by Caydr »

A major problem with Spring right now is the way it handles sound effects. Stuff just doesn't make sense in many mods - you can hear weapons with a high default damage even if that default damage is inflicted versus no units. Many weapons have much too loud or too quiet a firing sound.

So, how to solve this without breaking all existing mods? Use the screen shake values to determine how large a sound should be. Use it as a multiplier of a default base value. The two values are screenshakedistance and screenshakeduration, I think, but I'm sorta rusty and don't have my files in front of me.

From what I know of this stuff, it should be relatively easy to implement. Just replace where it checks for the default damage variable to check for shakeduration or shakedistance or maybe those values multiplied together or something.
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo »

From the SVN:
"Added soundhitvolume and soundstartvolume to weapon tdf."
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Urgh, screw screen shake, everyone just turns it off at the beginning of the game anyway.

Also, if you check the svn changelog, they put in a couple weapon tags for soundstartvolume and soundhitvolume, so.. yeah...
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

All weapons have screenshake values already... just thought it'd be easier for the devs to put in place.

Oh crap, so I have to go through a trillion weapons and add those values? Echhhh..... I guess it's worth it.
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