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Posted

Okay, I finally got the material-dependent climb sounds done in the code. It optionally separates vertical and horizontal movement, in case we want different sounds for that (e.g., on a ladder, moving vertically steps up a rung and makes that sound, whereas moving horizontally might make a different sound).

 

Right now, we only have sounds for climbing metal ladders, and only for climbing up/down a rung. I used the same sound for moving horizontally on a ladder for now, and maybe that will do.

 

What would be nice is some rock climbing sounds, and vine climbing sounds. I guess horizontal/vertical movement doesn't matter too much in this case, just need some sounds when climbing rocks and when climbing vines.

 

Can't think of any other surfaces that could be climbed, but if someone can think of one with a distinct sound, feel free to post. Maybe snow/ice?

Posted

Hmmm, I added ladder climbing sounds from T2X, they should already be listed in the sound shader. There is metal and wood available. I don't think the sounds for horizontally need to be different really as they can be set to play at a different volume and frequency. :) Makes all the difference.

 

Edit:

 

Strange. A lot of the movement stuff I committed is not longer there. :blink: I have no idea where it went, as I did commit it. Perhaps it was removed by mistake? I'll have to add it all again, as I had the footstep volumes corrected and I fixed up the biggest offenders of the reverb.

Posted

I had more than that though, there was a new shader for ai movement...so their footsteps weren't the same volume as the player. Something must have gotten overwritten at some point. No big deal, I'll fix it. :)

Posted

You can always have a look at this sound shader you committed (it's in Revision 1852). Actually, you seem to have removed it yourself (in revision 1867: "Removed until appropriate changes are made to allow ai footsteps to be separate").

Posted

NH, could you wait with adding the movement sounds until the reorganized sound folder structure is synchronized? I'm uploading a zipped version to the ftp right now, although it may take until tomorrow.

Posted
You can always have a look at this sound shader you committed (it's in Revision 1852). Actually, you seem to have removed it yourself (in revision 1867: "Removed until appropriate changes are made to allow ai footsteps to be separate").

 

:laugh: Okay, that would explain it. Ha ha. I thought I had re-committed it before we switched to SVN.

Posted
NH, could you wait with adding the movement sounds until the reorganized sound folder structure is synchronized? I'm uploading a zipped version to the ftp right now, although it may take until tomorrow.

 

Yup.

Posted

Yeah, I agree that we're fine for metal ladder sounds. I think we mainly need rock, wood ladder, and maybe something for climbing up rope netting like on a ship (this sound could probably be re-used for rope arrow climbing as well). I still have to adjust the frequency/rep rate so that vertical and horizontal can play more/less often. Right now they play at the same rep rate. Ack, does this have to be material-dependent too?

 

Btw, are the ladder movement sounds just the same metal footstep sounds? They sound very similar to me. Wood ladder climbing sounds could be just modified wood footsteps, with some creaking thrown in or something.

 

Btw, I'm using the surface types here not strictly as materials, but to distinguish between different types of climbing. I.e., if you can climb on it and it has a "metal" texture, I'm assuming it's a ladder and should play sounds as if you're moving on metal rungs. If you can climb on it and it's "stone", I'm assuming it's a rock face and should play rock face climbing sounds. This could introduce a problem if the FM author wants to make a stone ladder that plays rung-stepping sounds, or if they want the player to climb on something like a rock-face but made of metal, and don't want it to play rung sounds. We could always solve this problem with more surface-types, but IMO we can deal with it as-is. I don't think it's that big a deal if the player climbs a stone ladder and hears rock climbing sounds. (It can't be done with spawnargs on entities, because some climbables are just brushes).

Posted

So what happens with SFX if a player climbs a vine (grown from a vine arrow), which could potentially be on any surface?

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
Posted
I think we mainly need rock, wood ladder

 

HI Ishtvan,

 

soon as i can once upload it all my old files.but i think we can start with Wood first.

i need more information about the Rock.

 

Bye

Posted

Rock should be sounds someone might make while climbing a rock wall. I'm not sure how to describe these sounds. Part of it is clothing brushing against the rock, part of it is boots scuffing against footholds, etc. Basically the sounds you would hear in a rock climbing gym. :)

Posted

What happened to the old ladder sounds? They had lots of great creaking n' stuff.

 

Now that I listen to our current footsteps, there are some sounds that are of worse quality than what we had before. I'm thinking of gravel & snow in particular.

Posted

We should still be able to find the old sounds by reverting on SVN, if I understand correctly. Then we should probaby do a comparison. I also agree that some of the T2X sounds are lower quality than what we had. It's great that they donated them to us, but we shouldn't blindly scrap all our old sounds in favor of them.

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