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LAVS

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Posts posted by LAVS

  1. Hello All,

    Sorry for my prolonged absence. I'l be getting back into the programming thing in the new year. Its good to hear all of this oniterest in the sound stuff. I'll try and explain some thing as easily as I can. I'll also be writing up a short description of how the sound stuff works. Some of it is counterintuitive but it explains a lot of why we do things the way we do.

    Currently the sound system will locate a sound source so when listening in stereo sounds from the righ of the screen come out of tthe right speaker. My issue with the battle intensity sounds is that this would largely eliminate that. and I think it would be bad.

    I believe if we had formations, and could easily locate a group of fighters to one area, it would then make sense to have one sound for 10 archers firing instead of playing 10 singe arrow shots at one time. But otherwise we lose a lot unless we introduce some complicated method of grouping and locating similar fighters. Of course we need to be very careful not to do anything that takes too long. This code would need to be executed every frame. I have always worked to keep the computation time to a minimum there.

    Also note that the current code does alter the pitch, volume and frequency for most sounds randomly. This is in addition to the 10 or sos sounds there are for a sword clank. These also get used in a random order and have their volumes and pitches altered randomly.

    I think it is important to remember this is a game. The sounds should first serve the game, making sure to alert the player of important events, and not serve to confuse them with too many sounds. It would be nice if in addition to that everything sounded like a hollywood movie battle scene, but playability should come first.
    Please feel free to ask any questions. I'll try to be in IRC more too. Let me know if there is a good time and I can try to be online.

    Time to get formation fighting working ;)

    I do agree with you, I prefer unit sounds being played a lot to create a battle sound, rather than playing battle loops. The battle loops must always depend on some software detection system, which will be slow. But with unit sounds, the moment the last arrow is fired is the moment you'll hear the last arrow.

    One thing I'd like as a start is a frequency system in the sound selection, like in the actor variations.

    Hi STWF and Sander, thanks for the useful information. So, I will work the 'battle sounds' focused in units. In order to take advantage of the sound system, do you think there will be further limitations?
  2. Well, after messing around with a whole bunch of short motifs I've decided to ask - how important it is to use the same melody for all the civs?

    The instruments and musical styles are very different, and while it is (of course) possible, sometimes it just doesn't sound natural.

    For instance, the motif I originally thought of sounded great on tin whistles, Spanish guitar, mandolin and even bouzouki, but was completely "lost in translation" to the oud, saz and fretless guitar.

    That said, I'll keep searching for a motif that works all around.

    Omri

    Hi Omri, I'm back from a brief holidays.
    For 'phase reach' sounds, I think the main goal is to make the player feel that the sounds belong to the same action. Maybe is not mandatory the same motif. We could try to generate that feeling with the swell perc and the cheers. If you want, send me the motif in order to assembly the sound and let the team check the output. :)
    Matias
  3. Hi team, I have the draft for 'phase_reach' sounds ready. I would like to have different sounds for each civilization (Iberos still missing).
    Please take a look and confirm if you like the idea. Focus your feedback bearing in mind that these sounds are still a draft. If everybody like it, I will be sharing the final version soon:

    http://goo.gl/tjjURE

    Look forward to your comments!

    • Like 2
  4. Hi ltms, thanks for your feedback. I'm waiting for further opinions before implementing. I think that we will be working on this sound features now that the A15 was launched and the team is focused on the next steps. There is a lot to do with sounds on 0 A.D. in order to make the game be different from the others RTS published.

  5. Hi team, there is great feedback here. I think we should plan the battle sounds feature. It's possible to implement FMOD in Pyrogenesis? Working with this middleware would expand the posibilities in a quite interesting level, and it's useful to take advange of sound in situations like this one.

    I'm gathering all your feedback and working on a possible implementation.

    • Like 2
  6. Team, in order to make this more efficient, and make the battle sounds accurate, varied, and rich, we have to decide a few things before going any further:


    1.- I will create from the draft the following ambience loops:

    "Small Battle Sound" for severity = 2

    "Large Battle Sound" for sevetity = 3

    "Larger Battle Sound" for severity = 4

    2.- Loops will include less units weapons sounds

    3.- We prefer 10 variations for each "small", "Large" and "Larger" battle sounds


    Thanks in advance for your confirmation. If you have further suggestions, please, kindly use the same structure when replying (1.-; 2.-; 3.-; etc.). Also, if you want me to improve or change something in the battle sounds do your best to be as descriptive as possible . Bear in mind that 'good ' or 'bad' doesn't say much and it's pretty subjective.

    Thanks!

    Matias

  7. Isn't that an argument for replacing them with more intense/multiple "hits in one sound" though? That they will "get lost" among the battle sounds. Either way, the main argument for me is that currently it's very annoying to hear a ton of the same sound being played at the same time, it doesn't sound good, and while it certainly gives a sense of chaos it's more of chaos in the "I don't want to listen to this" way than "this sounds like a battle" way ;)

    Hi Feneur, could you please share further details about the 'doesn't sounds good', I would like to apply your feedback concretely and, as I say when sharing the draft, this is a whole sound battle, it's kind of obvious that all this will not be working at the same time. Furthermore, I have received pretty good feedback about the design.

  8. Is this one sound loop, or is it a combination of small sounds? I hope it's the latter, because we want sounds to sounds real. Like an attack shout when the unit is running etc.

    If those are small sounds, it's also important that they're tried in game. F.e. units don't run that often, so the charge shout can be made more prominent etc.

    I like how the battle sounds. I'm just worried if it's going to sound the same way in the game too.

    Hi Sander, thanks for cheking. This a whole piece of sound created from the 'loops' that will be working in the game.

    Just cheking if you like the texture of the sound and else.

    If everybody agree, I will start creating each loop for diferent moments in battle.

    Also, I think we should create different battle sounds for each culture, adding proper horns, weapons and so on. Let me know what you think guys.

    ambient battle sounds are going to be amazing, these sound great!

    Hi Lord Good. Thanks!

    • Like 1
  9. Hi Team,


    I have the first draft for battle sounds ready:




    Please check it and share your feedback. If everybody like it, I will split the sequence to make it interactive. I decide to upload it to youtube because it seems easier for everybody, any suggestion is welcome.


    If somebody is curious about the workflow and sources, drop me a message!

    • Like 4
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