Effects for Sound Effects
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!
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...
Re: Effects for Sound Effects
I'd like to know if this is possible in a Quake 1 engine.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?
Example: Rockets emitting sound like in Quake 2.
?
I'm convinced (although whether I'm capable is another matter ) and it's on my to-do list; specifically the underwater effects mentioned above. I've already migrated my sound code to DirectSound 8 so it should be a lot easier.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.
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Re: Effects for Sound Effects
um, i dont see why it wouldnt be possible, but i think that would be more of a QC thing wouldnt it?goldenboy wrote:I'd like to know if this is possible in a Quake 1 engine.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?
Example: Rockets emitting sound like in Quake 2.
?
Re: Effects for Sound Effects
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.ceriux wrote:um, i dont see why it wouldnt be possible, but i think that would be more of a QC thing wouldnt it?goldenboy wrote:I'd like to know if this is possible in a Quake 1 engine.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?
Example: Rockets emitting sound like in Quake 2.
?
Apathy Now!
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
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.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.
Apathy Now!
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But it still lacks things HL does. And it doesn't have a software rendering mode. And there is no chance of porting the engine to an embedded device or other low spec platforms because of its much higher requirements This might not sound important to people that just like to mod on the PC, but its rather important for people that use it on other devices or platforms.MauveBib wrote: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.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.
I love QC though
I really have come to hate that expression.<apples> more advanced than <oranges>
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 ...