Jump to content
The Dark Mod Forums

Task Assignment For Mrd


sparhawk

Recommended Posts

I was talking on IRC to mrD and I have a task for him. So if pak has no objections he should do this so we get some experience there.

 

You can take the frobtest map for creating ambience sounds in-game. The map has four rooms so it is a perfet testbed for this. What we need is for each room a different ambience sound playing. The ambience should change with going through the doors.

 

Additionally it would be a good idea to try if we can do some background music for all the maps. I don't know if we really will need this, but we should see if and how this works if we need it.

 

And of course. It would be good if the ambience doesn't simply cut off when entering a different room, rather it should fade into each other. Don't know if this is possible on a general basis. Could very well be that the sound would have to be tweaked for this and we can't do this on a general basis.

 

What can be done though, would be do to lower the volume for one and increase the volume for others.

 

The outcome should be: A detailed description how this is achieved. And if applicable, a requirement description for code support.

Gerhard

Link to comment
Share on other sites

Here's what I discovered during today's tests:

 

- sounds are placed into the map via entities called "speakers". Speakers can play either direct wave files or wave files as defined in soundshader files. Soundshader files are text files with sound definitions. Besides pointing to the location of actual files, they can contain sound attributes for every sound file, such as max/min distance, looping, screenshake and so forth. I have not succeeded in loading wave files directly, but I did manage to load them by using soundshaders.

 

- the "min/max distance" speaker attributes work fine, they define the offset and threshold of the sound in a defined radius. If the min distance equals to the max distance, then the sound will be cut off after the player has reached its threshold radius. If the min distance is lower than the max distance, then the sound will fade out smoothly as the player moves away from it. A related attribute is "omnidirectional", which will ignore panning - I succeeded into loading a map-wide music file by using this, and it can be heard in stereo throughout the map.

 

- speakers have an attribute called "occlusion" which should occlude the propagation of the sound from this very speaker if the attribute is set. This howerver does not work! At least not on the maps from the CVS. Could it be that brushes in D3 maps have some additional SUPERSECRET attribute that makes sound propagate differently? In the sound editor video tutorial (from doom3world.org) the lecturer demonstrates occlusion when the buzzing sound of a lightbulb changes "shape" (becomes muffled) as he enters another room via a portal... I did not manage to reproduce this behaviour.

 

 

That's it for now... I hope anyone can understand this mishmash, I'm not good at documenting things! :)

 

 

mrD

Link to comment
Share on other sites

Could it be that brushes in D3 maps have some additional SUPERSECRET attribute that makes sound propagate differently? In the sound editor video tutorial (from doom3world.org) the lecturer demonstrates occlusion when the buzzing sound of a lightbulb changes "shape" (becomes muffled) as he enters another room via a portal... I did not manage to reproduce this behaviour.

That's what I'm wondering too. I've seen the propagation in effect, and yet Domarius recently put up a map that shows something's not working right with it.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • Ansome

      Finally got my PC back from the shop after my SSD got corrupted a week ago and damaged my motherboard. Scary stuff, but thank goodness it happened right after two months of FM development instead of wiping all my work before I could release it. New SSD, repaired Motherboard and BIOS, and we're ready to start working on my second FM with some added version control in the cloud just to be safe!
      · 0 replies
    • Petike the Taffer  »  DeTeEff

      I've updated the articles for your FMs and your author category at the wiki. Your newer nickname (DeTeEff) now comes first, and the one in parentheses is your older nickname (Fieldmedic). Just to avoid confusing people who played your FMs years ago and remember your older nickname. I've added a wiki article for your latest FM, Who Watches the Watcher?, as part of my current updating efforts. Unless I overlooked something, you have five different FMs so far.
      · 0 replies
    • Petike the Taffer

      I've finally managed to log in to The Dark Mod Wiki. I'm back in the saddle and before the holidays start in full, I'll be adding a few new FM articles and doing other updates. Written in Stone is already done.
      · 4 replies
    • nbohr1more

      TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/
       
      · 0 replies
    • JackFarmer

      @TheUnbeholden
      You cannot receive PMs. Could you please be so kind and check your mailbox if it is full (or maybe you switched off the function)?
      · 1 reply
×
×
  • Create New...