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Multiple Sounds for items and monsters

Posted: Thu Feb 05, 2004 1:26 am
by cowsmanaut
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

Posted: Sun Feb 08, 2004 7:25 pm
by Gambit37
I'd also vote for this. I think that sound is a large part of an atmospheric game and it would make all the difference if creatures were a bit more randomly noisy.

I'd also suggest supporting MP3 or other compressed format to keep file sizes down.

Posted: Mon Jul 05, 2004 2:42 pm
by Gambit37
Bumping up in the hope this is added to 0.29....

Posted: Thu Aug 05, 2004 2:12 pm
by FallenSeraphin
One thing that are associated with dungeons that never come up in the games themselves, chains rattling, water dripping off the walls and the (fire-burning) torch sound when you pass one... is that a possibility ?

Posted: Thu Aug 05, 2004 7:29 pm
by copperman
hmm, ambient sound Copperman Drools

Posted: Thu Aug 05, 2004 9:48 pm
by Foggy
Like this idea lots. Ambient sound which can be attached to in game objects, wall tiles etc.

Mp3 support also great idea. I've been messing about adding some music, but wavs seem to play with a fuzzy edge to them.

Posted: Fri Aug 06, 2004 12:34 pm
by copperman
MP3 fupport would rock, even better would be .m3u or .pls fupport to fimplify liftening to your tunez ingame, maybe.

edited for confiftancy of typo

Posted: Fri Aug 06, 2004 1:46 pm
by linflas
i can listen my tunes while playing RTC already by simply launching winamp before rtc :)

Posted: Fri Aug 06, 2004 8:01 pm
by copperman
yeah me too, but to have it cooperate would be nicer

Posted: Sat Aug 07, 2004 12:01 am
by cowsmanaut
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

Posted: Sat Aug 07, 2004 12:26 am
by copperman
you could have 1st track for regular theme, 2nd for a fight, 3rd for victory etc

Posted: Sat Aug 07, 2004 7:34 am
by linflas
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'..

Posted: Sat Aug 07, 2004 10:19 pm
by copperman
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.

Posted: Thu Jan 05, 2006 11:53 am
by George Gilbert
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.