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Door Sounds


Springheel

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Just out of curiosity, is there a good reason to have 8 different sound shaders for doors opening and 6 different ones for closing? Each one contains only a single sound.

 

Shouldn't sound shaders list all the possible sounds, and then they're called at random? Rather than this:

 

door_open_01
{
no_dups
sound/sfx/world/doors/door_open_1.ogg
}

door_open_02
{
no_dups
sound/sfx/world/doors/door_open_2.ogg
}

door_open_03
{
no_dups
sound/sfx/world/doors/door_open_3.ogg
}

door_open_04
{

no_dups
sound/sfx/world/doors/door_open_4.ogg
}

door_open_05
{

no_dups

sound/sfx/world/doors/door_open_5.ogg
}

door_open_06
{

no_dups

sound/sfx/world/doors/door_open_6.ogg
}

door_open_07
{

no_dups

sound/sfx/world/doors/door_open_7.ogg
}

door_open_08
{

no_dups

sound/sfx/world/doors/door_open_8.ogg
}

 

couldn't we just put them all in one shader like this:

 

door_open_wood

{

sound/sfx/world/doors/door_open_1.ogg

sound/sfx/world/doors/door_open_2.ogg

sound/sfx/world/doors/door_open_3.ogg

sound/sfx/world/doors/door_open_4.ogg

sound/sfx/world/doors/door_open_5.ogg

sound/sfx/world/doors/door_open_6.ogg

sound/sfx/world/doors/door_open_7.ogg

sound/sfx/world/doors/door_open_8.ogg

}

 

With the first system, each door will make only a single sound every time, and mappers must set the specific sound they want. With the latter, a door might make any of those sounds (if I understand correctly).

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I think the idea is that the same door sounds always the same, so you don't get the "heavy steal door" and "creaky old wood door" sound for the very same door.

 

Of course, I haven't listened to the sounds, so I am not sure how high the variance actually is. Having more than one sound for each door sound shader would be ideal, tho.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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The sounds are all quite similar. There's actually nothing in the sound to indicate what the door is made of--they're basically the sound of the doorhandle turning.

 

I won't change the existing ones because I don't want to break anything, but I'm going to create a generic door shader to use in the future.

 

While I was poking around, I also saw that we had separate shaders with four sounds for each type of cutlery. There are even different sounds for teaspoons as opposed to regular spoons. I just found it weird that we are so lacking in impact sounds for basic things, but we have 16 different impact sounds for cutlery. :blink:

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The door sounds should not be mixed in my opinion. They are sounding similar, yes, but the open/close shaders with the same numbers (01, 02) are matching each other.

 

With each sound being in a separate shader it's possible to change the door sounds directly on the entity in DarkRadiant like this:

"snd_open" "door_open_07"
"snd_close" "door_close_07"

and have the door sound like some metal door, for instance, to fit the visual representation. This is how we change the sewer door sounds in Saint Lucia.

 

This would be spoiled if the sounds were chosen completely random.

 

However, it's still possible to set up a "random" shader with all those sounds in it, like a "door_open_any" shader or something. I wouldn't use it for my doors though. :)

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and have the door sound like some metal door, for instance, to fit the visual representation. This is how we change the sewer door sounds in Saint Lucia.

 

Well yes, I'd think it would be ideal to have several door shaders: door_open_wood, door_open_metal, etc, though I can't hear anything in the current sounds that make it clear whether a door is metal or not.

 

I won't delete the original shaders, though I personally prefer some randomness. Doors don't make exactly the same sound every time you open or close them in real life. :)

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I agree that some kind of randomness makes things better, but in the case of our sounds here it doesn't fit together at all, that's why I also reverted your changes to door_locked_01, etc.

 

The doors in saintlucia responded so differently to frobbing that it felt completely off.

 

I left the added "overall" sound shader though, as it isn't used by anything at the moment, but the "single" shaders really need to stay.

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Yeah please don't mix the current door sounds into one shader - I recorded them ages ago with the intent for them to be set by the mapper for different doors etc.

 

While I was poking around, I also saw that we had separate shaders with four sounds for each type of cutlery. There are even different sounds for teaspoons as opposed to regular spoons. I just found it weird that we are so lacking in impact sounds for basic things, but we have 16 different impact sounds for cutlery. :blink:

 

Yeah that is again my doing. I recorded the cutlery sounds all at once of actual knives, forks, etc, but have since found little time to record much else. I really need to make a schedule and put DARKMOD STUFF as one of the things in it, otherwise I'll never finish Blackheart...

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