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Audio Immersion

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Sep 01, 2005 a1k0n link
What kind of samples? 16 bit mono or stereo, 44kHz nominal sampling rate (engine sounds will be resampled based on velocity, turbo sounds will not - you can specify the sampling rate ranges). .ogg or .wav format.
Sep 01, 2005 greengeek link
/me waits for a "gag" sound set for the game.

- Ships that shift gears as they accelerate!
- Popcorn that sounds like, well, popcorn!
- Screamer rockets that sound like that baby that always sits behind you on an airplane!

All this and more, coming on 4/1/2006
Sep 01, 2005 Apex link
Thanks for the response, a1kon. Seems like your patching is fairly simple. How many resamples do you typically use to smooth out the pitch bend for engine velocity? I do mine with usually about 8 different sound samples to make a clean patch.

I know a fair bit about audio, but nothing about how you impliment the progressive sound effects in a game. :)
Sep 02, 2005 a1k0n link
Our patching is _much_ simpler than that - it only uses one sample, so there are obvious artifacts at low/high samplerates, but it doesn't sound terrible. Works more like a .MOD or .S3M or what have you. It's not out of the question to make a smoother multi-patch deal, but since it does "portamento" essentially on the engine sounds, the shift would have to be crossfaded instead of an instant switch. Anyway, it's just not implemented that way now and it'd take work to make it better.

BTW, did anyone even notice that I fixed the music selection code, and mixed up the music a bit?
Sep 02, 2005 johnhawl218 link
sorry no, I've had music turned off since day one. just sound fx's
Sep 02, 2005 Beolach link
I really like the VO background music - except there's not enough of it. I'd really, really like to be able to expand the music that is selected for the various circumstances, like Celkan suggested: http://www.vendetta-online.com/x/msgboard/3/8531