Author Topic: More sound channels?  (Read 4374 times)

0 Members and 1 Guest are viewing this topic.

More sound channels?
I don't think this has been brought up before, but Freespace is particularly crap when it comes to playing sounds. Oft times 'parts' of the beam cycle, notably the loop, do not get played because of the number of sound effects being played when it fires, and sounds with the same index don't seem to be played multiple times if their start times are in close proximity to each other - example: two turrets with the same weapon fire exactly at the same time, except only one of the sounds is played.

Is there any chance this could be addressed after 3.6?

 

Offline taylor

  • Super SCP/Linux Guru
  • Moderator
  • 212
    • http://www.icculus.org/~taylor
A lot of this is on purpose.  FlyBy sounds for instance will only play one at the time and cut out the older one mid play if needed.  Voice messages will play only one at the time, stopping all the rest.  It's not the sound system that does this, the game checks for a currently playing sound of the same type and then stops it to play a new one.

I'll look into changing this (especially weapon and flyby sounds) after 3.6 is released.

 
Thanks! :)

 

Offline Flipside

  • əp!sd!l£
  • 212
I'd love to see the sound part of FS2 upgraded, it's the only part that no-ones really looked at from an SCP point of view :)

I'm still plugging for ambient 3d subsystem sounds btw ;)

 

Offline RandomTiger

  • Senior Member
  • 211
I've just bought a 5.1 sound system for my machine.
I know nothing about sound programming.
But I might have a look around at some of this stuff this year.

 

Offline Inquisitor

It is definitely something we should look at, sound is an often undervalued part of hte game.
No signature.

 
*brainwave*

Inq, didn't you report the flyby cutoff as a bug on Bugzilla ages ago? I vaguely remember transfering it.
just another newbie without any modding, FREDding or real programming experience

you haven't learned masochism until you've tried to read a Microsoft help file.  -- Goober5000
I've got 2 drug-addict syblings and one alcoholic whore. And I'm a ****ing sociopath --an0n
You cannot defeat Windows through strength alone. Only patience, a lot of good luck, and a sledgehammer will do the job. --StratComm

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Quote
Originally posted by Flipside
I'm still plugging for ambient 3d subsystem sounds btw ;)


remind me later
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline DaBrain

  • Screensniper
  • 212
    • Shadows of Lylat board
Quote
Originally posted by RandomTiger
I've just bought a 5.1 sound system for my machine.
I know nothing about sound programming.
But I might have a look around at some of this stuff this year.


Quote
Originally posted by Inquisitor
It is definitely something we should look at, sound is an often undervalued part of hte game.


I love you guys :yes:

Go for mp3 support ;)

If you start doing somthing with EAX, let me know it.
--------------------------------------------------
SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------

 

Offline taylor

  • Super SCP/Linux Guru
  • Moderator
  • 212
    • http://www.icculus.org/~taylor
Quote
Go for mp3 support

I'd prefer Ogg Vorbis support, it's much easier to do in Linux and OSX.  This thing isn't just for Windows ya know.

Quote
Inq, didn't you report the flyby cutoff as a bug on Bugzilla ages ago? I vaguely remember transfering it.

Yep, it's bug number 58.  Does it actually cutoff though or does this one only play a certain number of times (ie. once per second, I think).  I'll play with this when I get a chance but I'm a bit behind on the Linux code at the moment.

 

Offline Flipside

  • əp!sd!l£
  • 212
I'd prefer .ogg support as a musician, for two reasons, one is that I actually think .ogg is higher quality, and two, because my MP3 encoder on Soundforge has expired it's 'test period', and since I have already paid for Soundforge, I refuse to pay to reactive a feature of it, and Cubase usually crashes when you try to export mp3 :(

Personally, I think enhancing sound abilities can improve the atmospherics of the game as much as visual ones :)

 
LOL about the Soundforge expire time.

Indeed, sound would be a thing to update/upgrade too.
Hope you don't forget about backward compatibility. I can't afford an SB Live 5.1 card and system yet :P

 

Offline phreak

  • Gun Phreak
  • 211
  • -1
you can export MP3 in goldwave, all you need is the LAME dll on your pc
Offically approved by Ebola Virus Man :wtf:
phreakscp - gtalk
phreak317#7583 - discord

 

Offline Kazan

  • PCS2 Wizard
  • 212
  • Soul lives in the Mountains
    • http://alliance.sourceforge.net
Due to licensing issues with the MP3 format we cannot use it
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline phreak

  • Gun Phreak
  • 211
  • -1
hmm i just checked and its 2500 for a game.  last time i checked it only applied to hardware decoders.  bummer
Offically approved by Ebola Virus Man :wtf:
phreakscp - gtalk
phreak317#7583 - discord

 
5.1 support would be very much appreciated :yes:

 

Offline RandomTiger

  • Senior Member
  • 211
Quote
Originally posted by SadisticSid
5.1 support would be very much appreciated :yes:


I take it that it doesnt have it at the moment then?

 
For Version 4, I would suggest.

 

Offline Turambar

  • Determined to inflict his entire social circle on us
  • 210
  • You can't spell Manslaughter without laughter
There is this game: Allegiance, where everything gives off a sound when it shoots and gives off an engine sound too, the cool thing is, though, that the doppler effect was very well implemented!  When someone flew by, it wasn't a prerecorded sound, but the engine sound rising in frequency.  When someone was shooting at you and moving towards you, then the shooting sound increased in pitch.  Can we implement this one? (knows the equations)
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline RandomTiger

  • Senior Member
  • 211
Post any info you have and we can dig it up and look at it if we get into the code later.