wowgetoffyourcellphone Posted January 1, 2024 Report Share Posted January 1, 2024 So, it would be nice in Atlas/biomes/random maps to be able to choose a different ambient sound for a map. The current "birds chirping in a North American forest" sound is pretty played out. How difficult would it be to code something like that? Just a drop list in Atlas and then some lines in the biome and random map code. While playtesting the new NAVAL OVERHAUL (PLEASE REVIEW!), I play something like the video in the background to give me that ocean ambient. ^Great for island maps 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 1, 2024 Report Share Posted January 1, 2024 Currently hardcoded in one js file called ambient.js or something. Maybe it could read the biome data or something. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 2, 2024 Author Report Share Posted January 2, 2024 9 hours ago, Stan` said: Currently hardcoded in one js file called ambient.js or something. Maybe it could read the biome data or something. /** * This class is concerned with playing an ambient track, birds chirping etc. */ class Ambient { constructor() { Engine.PlayAmbientSound(pickRandom(this.Tracks), true); } } /** * TODO: Let the map decide the tracks. */ Ambient.prototype.Tracks = [ "audio/ambient/dayscape/day_tropical_10.ogg", "audio/ambient/dayscape/day_tropical_11.ogg" ]; I altered the tracks in the list at the bottom and it works. Yeah, unfortunately there's still no way to change it on a per map basis. Definitely a desire. Either the ambient tracks could be listed in the biome file or this ambient.js file could allow you to do it. 2 Quote Link to comment Share on other sites More sharing options...
Radiotraining Posted Wednesday at 07:01 Report Share Posted Wednesday at 07:01 Question to the devs: would be technically possible to integrate additional ambient sounds to the game also based on different contexts? Thinking like some background sounds of a bustling city while we hover to the main base, or some battle background during fights.. that would be pretty cool to further enhance game immersion! Would it work with auras, or requires some biome-related triggers? Definitely not a feature "high" on priority list at the moment, but would be probably a nice added touch for future releases Quote Link to comment Share on other sites More sharing options...
Stan` Posted Wednesday at 07:07 Report Share Posted Wednesday at 07:07 Yeah it's possible. I have a patch that was initally made by @Sandarac but I never got around to finishing it. 2 Quote Link to comment Share on other sites More sharing options...
Grapjas Posted Wednesday at 09:58 Report Share Posted Wednesday at 09:58 On 02/01/2024 at 3:38 AM, wowgetoffyourcellphone said: I altered the tracks in the list at the bottom and it works. Yeah, unfortunately there's still no way to change it on a per map basis. Definitely a desire. Either the ambient tracks could be listed in the biome file or this ambient.js file could allow you to do it. You could probably do it via triggerscripts, you can then control which maps you want what soundtrack on very specifically. Quote Link to comment Share on other sites More sharing options...
Stan` Posted Wednesday at 10:26 Report Share Posted Wednesday at 10:26 25 minutes ago, Grapjas said: You could probably do it via triggerscripts, you can then control which maps you want what soundtrack on very specifically. You can probably get away with the same trick I used for the biome buildings https://gitea.wildfiregames.com/0ad/0ad/pulls/7069/files#diff-81474b3184d8557e342374db4f58e99a876da08a Using the biome you can put in the map you could switch the tracks. Actual patch https://code.wildfiregames.com/D2401 2 Quote Link to comment Share on other sites More sharing options...
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