Help With Sound?
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Just thought of a possible (maybe) way of doing this, though it'd probably be best for cutscenes, preferably without any ambience noises.
The way it would work would be to stuffcmd like mad, manually adjusting the main sound volume down to nothing, setting to whatever new sound you want, then stuffcmd like mad once again back up to whatever the main sound level was set at originally.
Obviously this would probably only work in SP though. *shrugs*
The way it would work would be to stuffcmd like mad, manually adjusting the main sound volume down to nothing, setting to whatever new sound you want, then stuffcmd like mad once again back up to whatever the main sound level was set at originally.
Obviously this would probably only work in SP though. *shrugs*
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Dr. Shadowborg - InsideQC Staff
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Sajt wrote:I think it was bloodmage that had some funky QC sound echoing
Blood Mage definitely had cheesy echo effects, I had completely forgotten about this - I hadn't really noticed that it was doing something special with sound while I was repeatedly dying in the ice caves from that stupid frost damage that even cold immunity spells barely protected me from (and not for long enough).
- LordHavoc
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- Location: western Oregon, USA
*If* I ever get the Quake source compiled, I was planning to do some simple engine-based sound stuff. Nothing overly fancy, just surround-sound support and distance pitch-reduction.
Still, audio does seem to be a bit neglected by the mighty engine-coders...
Still, audio does seem to be a bit neglected by the mighty engine-coders...
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Quake Matt - Posts: 129
- Joined: Sun Jun 05, 2005 9:59 pm
FrikaC wrote:I personally would like to see the ability to do DSP style effects on the sound in certain areas of the map (e.g. make a cave all echo-y).
Another thing that keeps the sound dept to evolve is the lack of good and easy to use GPL sound libraries. Too bad you don't have something like FMOD to easily attach to an engine and add echoes, fades, doppler and another cool effects...
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Quake Matt wrote:*If* I ever get the Quake source compiled, I was planning to do some simple engine-based sound stuff. Nothing overly fancy, just surround-sound support and distance pitch-reduction.
Still, audio does seem to be a bit neglected by the mighty engine-coders...
DarkPlaces has surround sound, but pitch control requires a rewrite of most of the quake sound system, which is why DP still lacks it.
I take some mild offense to your claim of ignoring sound, DarkPlaces has ogg decoding, higher quality resampling (which is done at load in quake, not at mix time like it normally would be, hence the pitch control problem), surround sound, a modified mixer based on audio block submission rather than DMA access (since sound drivers haven't liked direct DMA access since the old sound blaster days, although DMA is definitely much lower latency).
- LordHavoc
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- Joined: Fri Nov 05, 2004 3:12 am
- Location: western Oregon, USA
frag.machine wrote:Another thing that keeps the sound dept to evolve is the lack of good and easy to use GPL sound libraries. Too bad you don't have something like FMOD to easily attach to an engine and add echoes, fades, doppler and another cool effects...
SDL_mixer doesn't seem that bad to me but I haven't had a chance to examine it properly.
- LordHavoc
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- Joined: Fri Nov 05, 2004 3:12 am
- Location: western Oregon, USA
LordHavoc wrote:frag.machine wrote:Another thing that keeps the sound dept to evolve is the lack of good and easy to use GPL sound libraries. Too bad you don't have something like FMOD to easily attach to an engine and add echoes, fades, doppler and another cool effects...
SDL_mixer doesn't seem that bad to me but I haven't had a chance to examine it properly.
I just took a quick look to the docs... May be a start point, but lacks too many features (echoes, for example). At least it has an API to extend it using some kind of processor plugin, may worth a second look.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
frag.machine wrote:LordHavoc wrote:SDL_mixer doesn't seem that bad to me but I haven't had a chance to examine it properly.
I just took a quick look to the docs... May be a start point, but lacks too many features (echoes, for example). At least it has an API to extend it using some kind of processor plugin, may worth a second look.
Just spawn more sound sources for echoes, I HATE EAX reverb effects based on room size, they sound so cheesy, it's better to spawn echo sources at wall surfaces or leaf centers or anything of that sort, but not room size.
- LordHavoc
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- Joined: Fri Nov 05, 2004 3:12 am
- Location: western Oregon, USA
length of sound
I seem to have found that there is a play limit of 3min 11 sec for a single .wav file in Q1SP. Does anyone know if there is a get around for this? I have some music files that are 4 - 5 minutes long that I want to incorporate into a level.
- MikeWoodham
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- Joined: Wed Nov 22, 2006 3:30 pm
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