Multiple Sounds for items and monsters
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- cowsmanaut
- Moo Master
- Posts: 4380
- Joined: Fri Jun 30, 2000 12:53 am
- Location: canada
Multiple Sounds for items and monsters
I think we kinda touched on this at one point and it didn't really evolve. So I'm bringing it to a head with some examples.
I would like to see it possible to have multiple sounds to add variety for monster especially. I find it can be something to add to the whole ambience and mood. I've started a new sound set already and have it half done. So how I would like it to work from what you can hear in the samples is I have the mummy walk and then a mummy walk with groan. so if we could set a seed for a semi random playing of the alternate sounds.
ie
min ratio = 1 to 4, max ratio = 1 to 8
this way it might play the alternate sound 1 time every 4th-8th step
does that make sense?
here's the sounds set.
Sounds
moo
I would like to see it possible to have multiple sounds to add variety for monster especially. I find it can be something to add to the whole ambience and mood. I've started a new sound set already and have it half done. So how I would like it to work from what you can hear in the samples is I have the mummy walk and then a mummy walk with groan. so if we could set a seed for a semi random playing of the alternate sounds.
ie
min ratio = 1 to 4, max ratio = 1 to 8
this way it might play the alternate sound 1 time every 4th-8th step
does that make sense?
here's the sounds set.
Sounds
moo
- FallenSeraphin
- Adept
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- cowsmanaut
- Moo Master
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- Joined: Fri Jun 30, 2000 12:53 am
- Location: canada
well, I remember someone pointing out on some older games for CD based systems.. (maybe it was turbo graphix) they would load the game and then plunk in a CD.. the result was as they played the game they musics it would load from the other disk wasn't there so it took the coresponding tracks from the CD that was there.. resulting in different songs for different levels.
likewise someone could request playlists per level
not really sure there is a point but hey..
moo
likewise someone could request playlists per level

moo
- linflas
- My other avatar is gay
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then, how to know -when- a fight starts ?... distance to monster < 3 blocks or.... when the first hack or slash is given from you or a monster ?
could add a special short music for surprise (i.e. monster generated behind you)...
if you run away, music should stop when you're far enough from any monster..
for victory, the music should play each time you kill a monster ? but if there are lots ?
i'm more interested in mp3/ogg support for actual sound objects + loop sound property, the dungeon designer is free to add music/noises/ambiance where he wants.. several sounds for a same trigger could be really cool, i.e. 'stonewall moving sound.mp3' + 'found_secret_music.mp3'..
could add a special short music for surprise (i.e. monster generated behind you)...
if you run away, music should stop when you're far enough from any monster..
for victory, the music should play each time you kill a monster ? but if there are lots ?
i'm more interested in mp3/ogg support for actual sound objects + loop sound property, the dungeon designer is free to add music/noises/ambiance where he wants.. several sounds for a same trigger could be really cool, i.e. 'stonewall moving sound.mp3' + 'found_secret_music.mp3'..
yeah i suppose a little tweaking would be needed on the atmospheric playlist stuff, but games do use it, Deus Ex for one. just more flexibility with sound all round really like assigning sounds to anything, ie items could go clank etc when they hit the floor or wall when dropped or thrown, food could have individual sounds when eaten the list goes on.
- George Gilbert
- Dungeon Master
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cowsmanaut's original suggestion is now implemented for V0.35.
There's now a concept of a "playlist" - a group of sounds - that can be used wherever a single sound already can be. [This is broadly analagous to animations which are a group of bitmaps that can be used wherever a single bitmap can be.]
This way, you can implement the multiple sounds by grouping them altogether and then assigning the playlist to the footstep for the given monster. When the engine comes to play the footstep sound, it will pick one of the sounds in the playlist at random and play it.
The sounds are selected from the playlist at random - so to get, say, only 1 in 8 being different, you would specify a playlist with 7 identical sounds and one that's different.
There's now a concept of a "playlist" - a group of sounds - that can be used wherever a single sound already can be. [This is broadly analagous to animations which are a group of bitmaps that can be used wherever a single bitmap can be.]
This way, you can implement the multiple sounds by grouping them altogether and then assigning the playlist to the footstep for the given monster. When the engine comes to play the footstep sound, it will pick one of the sounds in the playlist at random and play it.
The sounds are selected from the playlist at random - so to get, say, only 1 in 8 being different, you would specify a playlist with 7 identical sounds and one that's different.