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khegarty

WFG Retired
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Posts posted by khegarty

  1. I agree, I'd like to hear a warning sound when one of my units is under attack, and maybe see a ping on the minimap to show where it is happening. Battle sounds could probably travel further than other less critical sounds, but not to the other side of the map.

    I do think you would want to hear attacks and such offscreen, but I do agree they shouldn't be very loud. I would think you would want them just loud enough that you are aware of them, but not in your face present. Maybe the volume could depend on how far away the attack was? Like Pureon mentioned, if they are totally across the world I don't think you should hear them.

  2. Thanks... After much thought I think i have an idea, but any feedback is appreciated. Time spent discussing now can save a lot of coding time later!

    I was thinking that the real 3d is very tricky and probably not of much help to the player. Since the only representation they have is the 2D screen. My idea was to map the location of the sounds to the location of the image on the screen. Just ignore everything about the location except for its right<-> left positioning (screenwise), assume the left side of the screen is 45 degrees left of center, the right side of the screen 45 degrees to the right, and place the various sounds along that range. Then put offscreen sounds that are set to play anyway a bit further out than that than that. This would put everything at the same distance from the listener. It could be a nice touch to have far distant sounds be quieter (in a low shot), but in most game situations the distances aren't different enough to convey useful information to the player.

    Even if someone has a full surround sound system I don't think that playing a sound behind them would prompt them to scroll to the bottom of the screen. But a sound full in the left ear might get them to look to the left hand side of the screen.

    Feel free to tell me if this is totally off-base. Between learning the system and writing the code I've actually played very few games :-(...

    I agree stwf on the 45 degree thing for the sounds, but have one thing to add. To keep consistent with how audio panning is usually set up I would suggest we have hard left/right be at 60 degrees left and right of center. (For audio usually -63, +63 are used, but I don't think 126 wouldn't be a simple number to work with coding wise so 120 instead)? If this doesn't make sense in coding then 45 will work fine.

    I also agree that putting a sound behind someone will not make them look down, using left/right and increasing/descreasing volume I feel could solve the up down issue. We could make distant sounds quieter and I don't know what the options are in coding, but possibly have a little more reverb on a sound the farther away it is, to help a player preceive distance. I understand this may not be possible in code.

    quantumstate, I am still a little confused by what you mean, could you describe this again? Sorry!

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