Effects for Sound Effects
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Effects for Sound Effects
Are there any plans to have effects for sound effects? Or are we doomed to have the sounds sound the same in every room? I would like to hear some reverb, echo, flanger, pitch changes and modulate them with LFO.
What about are the sounds following the entity that made the sound, or do they just stick to the spot the sound started at?
Are there any engines that already do something for the sounds?
What about are the sounds following the entity that made the sound, or do they just stick to the spot the sound started at?
Are there any engines that already do something for the sounds?
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
halflife has special triggers that change what sound effects to use based on area.
I had a go implementing eax in fte for underwater effects. It seemed... clumsy. It would only initialise half the time or something.
Dunno, maybe I was just initialising it wrongly.
Either way, while its possible to add, but it needs a lot of gamecode interaction, because doing it automatically will be too random. Or the engine could look for the triggers...
I had a go implementing eax in fte for underwater effects. It seemed... clumsy. It would only initialise half the time or something.
Dunno, maybe I was just initialising it wrongly.
Either way, while its possible to add, but it needs a lot of gamecode interaction, because doing it automatically will be too random. Or the engine could look for the triggers...
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
That would be the idea, providing developers with tools capable of adding it to maps, not enhancing mods / games this engine supports pre-installment of the feature unless its something that is inherent
within the world (like your sound changes underwater).
within the world (like your sound changes underwater).
- Chris
- Posts: 79
- Joined: Sat Aug 05, 2006 5:31 am
Re: Effects for Sound Effects
jim wrote:What about are the sounds following the entity that made the sound, or do they just stick to the spot the sound started at?
I'd like to know if this is possible in a Quake 1 engine.
Example: Rockets emitting sound like in Quake 2.
?
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Chris wrote:Pitch modulation would be fantastic, even Half-Life1 era reverb could add a lot of depth. Can't say I'd hold my breath though until someone convinces LH or another capable dev it is worth their time.
I'm convinced (although whether I'm capable is another matter
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Re: Effects for Sound Effects
goldenboy wrote:jim wrote:What about are the sounds following the entity that made the sound, or do they just stick to the spot the sound started at?
I'd like to know if this is possible in a Quake 1 engine.
Example: Rockets emitting sound like in Quake 2.
?
um, i dont see why it wouldnt be possible, but i think that would be more of a QC thing wouldnt it?
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: Effects for Sound Effects
ceriux wrote:goldenboy wrote:jim wrote:What about are the sounds following the entity that made the sound, or do they just stick to the spot the sound started at?
I'd like to know if this is possible in a Quake 1 engine.
Example: Rockets emitting sound like in Quake 2.
?
um, i dont see why it wouldnt be possible, but i think that would be more of a QC thing wouldnt it?
It's not really possible in standard QC, since sounds are staticly placed, and don't follow their parent entities around. You could make a very short sound and have the rocket play it every few frames, but that would kinda suck.
Apathy Now!
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MauveBib - Posts: 634
- Joined: Thu Nov 04, 2004 1:22 am
It's a funny coincidence that all the features we want these days are things Half-Life have.
I wonder how many of us would switch over to Half-Life for modding if that ever got open-sourced.
How about this: Get in contact with the original Half-Life engine coders and ask them a bunch of questions, possibly revealing how certain things were done
PS: Did I just hear Arnold's voice?
PPS: I totally didn't know rockets didn't emit their own sound in Quake. I thought they did
How about this: Get in contact with the original Half-Life engine coders and ask them a bunch of questions, possibly revealing how certain things were done
PS: Did I just hear Arnold's voice?
PPS: I totally didn't know rockets didn't emit their own sound in Quake. I thought they did
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MDave - Posts: 76
- Joined: Mon Dec 17, 2007 7:08 pm
MDave wrote:It's a funny coincidence that all the features we want these days are things Half-Life have.I wonder how many of us would switch over to Half-Life for modding if that ever got open-sourced.
Nope, DP is a lot more advanced than the HL engine, despite a few quirks. Also, gamecode for HL is an arse to do, not as easy as QC.
Apathy Now!
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MauveBib - Posts: 634
- Joined: Thu Nov 04, 2004 1:22 am
when ever you say QC the clouds part to let the sun shone through and a heavenly choir sounds ... then you test it and its a killing spree of evil and blood. best of both
bah
- MeTcHsteekle
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- Joined: Thu May 15, 2008 10:46 pm
- Location: its a secret
MauveBib wrote:MDave wrote:It's a funny coincidence that all the features we want these days are things Half-Life have.I wonder how many of us would switch over to Half-Life for modding if that ever got open-sourced.
Nope, DP is a lot more advanced than the HL engine, despite a few quirks. Also, gamecode for HL is an arse to do, not as easy as QC.
But it still lacks things HL does. And it doesn't have a software rendering mode.
I love QC though
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MDave - Posts: 76
- Joined: Mon Dec 17, 2007 7:08 pm
<apples> more advanced than <oranges>
I really have come to hate that expression.
It doesn't convey any information.
And it is hard to compare apples to oranges when oranges don't do everything that apples do.
I appreciate all the advancement that apples have to offer, yet I still crave what oranges have to offer.
The idea would be something that offered everything that the best apples have to offer, while having all the options oranges have to offer meanwhile -- yes I'm crazy -- while offering none of the disadvantages of apples OR oranges.
Trying to stay on topic, I'd really like it if apples offered the muck with the sound option that oranges have. Or if someone knew of an open source pear with this feature because I am kind of fond of the feature myself.
But really, Spike said enough ...
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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