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Don't Know If This Has Been Mentioned...


Springheel

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I was reading through some of the SDK development kit, and noticed that Doom3 supports random sounds. That is, there are half a dozen different sounds for bullets hitting a metal surface, and the engine randomly picks one each time it is triggered.

 

I noticed in our list of sounds, we haven't specifically talked about multiple versions of a particular sound(other than dialogue, of course). Do we want to do the same thing? And if so, for what kinds of sounds?

 

I personally think this might be a great idea for things like water arrows (heck, even noise arrows), or other sounds. Opinions?

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Yes, at least I have always thought of doing this, since it's already in Thief. There are multiple sounds for footsteps, arrows hitting something, corpses collapsing etc. As a matter of fact, when I did the corpse collapse sound, I made two versions, for this reason. They are uploaded on the FTP.

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Really? I didn't realize it was already in Thief. Things I'm thinking of, like the sound of a water arrow hitting something, or a torch being put out, always sounded the same every time (at least in T3). Even footsteps did, AFAIK, unless the kind of flooring changed.

 

I would love to see multiple versions (min: 3) of the following sounds:

 

water arrows

torches going out

broadheads hitting surfaces

sword impacts

jumping (landing)

being injured

doors opening (a biggie, this was always the same for each door type)

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We had briefly discussed (in a different thread) using different sounds for the same object in relation to musical instruments that a player might come across (e.g., a harp). I thought it was pretty much a given that we'd want to do this for most sound effects.

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We had briefly discussed (in a different thread) using different sounds for the same object in relation to musical instruments that a player might come across (e.g., a harp). I thought it was pretty much a given that we'd want to do this for most sound effects.

How does this work in D3? So far I haven't seen any references to that so I wonder how this is to be configured. But I must confess that I haven't looked at the soundy side of the things until now, so it could easily have slipped my notice. In the def files I only found one entry to specfiy which sound to use.

 

Hmmm... When I think on it, I think I read that sound shading works pretty similar to material shading. In this case it could be that there is a definition file for soundshading where you specify the different sounds. Just like you can specify different textures for a material. This has to be investigated, though.

Gerhard

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