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Darkplaces Sound engine?

Posted: Thu Dec 13, 2012 7:35 pm
by Mexicouger
Does Darkplaces have any features that allow you to dampen sound or add an echo effect in realtime? If it doesn't, how hard would it be to implement it?

Re: Darkplaces Sound engine?

Posted: Fri Dec 14, 2012 5:09 am
by leileilol
Nope. There hasn't been as much attention to improving the sound dsp/mix code as there has been for graphics, only just recently it gained pitch shifting

Re: Darkplaces Sound engine?

Posted: Sat Dec 15, 2012 4:07 am
by Mexicouger
Well Dang. Sound pitching really got me excited and I love having it. Its one of my most favorite features that Darkplaces has gotten. I hope for more sound features because sound is really an element that can really make or break a game. Adding 3D sound modifications in realtime would be so nice to have, like being able to echo sounds due to room size and dampen sound at a distance. It just makes the moment feel more realistic.

If someone was to modify Darkplaces to add Sound features, what files might he/she need to change?

Re: Darkplaces Sound engine?

Posted: Thu Oct 24, 2013 3:58 am
by Cobalt
I voiced my opinion on underwater sounds in DP sounding different in the water than out, and for some sounds that occur in the water, only be heard if you are also in water. No plans for that yet. I did notice one of the older engines, I think Tomazquake, had the sounds coming in muffled if you were in the water and the sounds were happening above you on land, was kinda neat.

Re: Darkplaces Sound engine?

Posted: Thu Oct 24, 2013 4:17 pm
by frag.machine
There was an old version of TomazQuake that embedded FMOD, but for legal reasons was pulled shortly after.

Re: Darkplaces Sound engine?

Posted: Thu Oct 24, 2013 5:36 pm
by r00k
Sad, as you are allowed to use FMOD for non-commercial use.

Re: Darkplaces Sound engine?

Posted: Thu Oct 24, 2013 8:14 pm
by ceriux
im pretty sure that could be done either with qc or csqc couldnt it?

Re: Darkplaces Sound engine?

Posted: Thu Oct 24, 2013 9:58 pm
by frag.machine
r00k wrote:Sad, as you are allowed to use FMOD for non-commercial use.
At least back then FMOD license was incompatible with GPL v2, although I understand it's not the case nowadays.

Re: Darkplaces Sound engine?

Posted: Fri Oct 25, 2013 5:47 pm
by Cobalt
Maybe if you substituted a spawn () for every sound, have it do a findradius and or a visible test for clients, then if that worked, you would have to stuff the sounds to the player depending on their waterlevel and distance from the noise. That'd work for QC side generated sounds, but ambient sounds would still work the old way. Soundpitch would no longer be usefule either. Engine side sound code alternatives would likely be the way to go.
ceriux wrote:im pretty sure that could be done either with qc or csqc couldnt it?

Re: Darkplaces Sound engine?

Posted: Sat Oct 26, 2013 4:10 am
by r00k
OR
make alternate sounds for everything, and if you are under water all sounds use the secondary 'muffled' sound :O

i think it would be interesting to sit at dm3 bridge with vised water watching a battle and hear nothing then see people pop out of the water afterwards :)

Re: Darkplaces Sound engine?

Posted: Wed Oct 30, 2013 9:36 pm
by leileilol
Engoo at least has s_underwater which plays all sounds underwater at a lower pitch similar to how TomazQuake does it. Also, host_timescale now scales live sound but the endpoints/loopingpoints haven't been adjusted yet :(