ubik Posted December 15, 2017 Report Share Posted December 15, 2017 I've found that clicking on a unit multiple times and having him/her change voices each time breaks the illusion of the game. Would it be possible/easy to assign only one audio file per unit? I think it would help with the realism. Thanks. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 15, 2017 Report Share Posted December 15, 2017 13 minutes ago, ubik said: I've found that clicking on a unit multiple times and having him/her change voices each time breaks the illusion of the game. Would it be possible/easy to assign only one audio file per unit? I think it would help with the realism. Thanks. We even haven't finish some audio yet. we lack of audio department. Quote Link to comment Share on other sites More sharing options...
feneur Posted December 16, 2017 Report Share Posted December 16, 2017 11 hours ago, Lion.Kanzen said: We even haven't finish some audio yet. we lack of audio department. True, but this is a different thing: the sound system uses the existing sound files and slightly changes them to make it sound as if there are more different sounds than there actually is. So the solution might be to tie that modification to the entity rather than just have it random 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted December 16, 2017 Report Share Posted December 16, 2017 17 minutes ago, feneur said: True, but this is a different thing: the sound system uses the existing sound files and slightly changes them to make it sound as if there are more different sounds than there actually is. So the solution might be to tie that modification to the entity rather than just have it random Can bind the randomized pitch to the entity ID. 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 16, 2017 Report Share Posted December 16, 2017 I think there is a ticket about it. Can't find it though. So it's somewhat planned. Quote Link to comment Share on other sites More sharing options...
fabio Posted December 16, 2017 Report Share Posted December 16, 2017 This is the ticket: #3578. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 16, 2017 Report Share Posted December 16, 2017 6 hours ago, wowgetoffyourcellphone said: Can bind the randomized pitch to the entity ID. I don't like my voice in high pitched. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 16, 2017 Report Share Posted December 16, 2017 6 hours ago, feneur said: True, but this is a different thing: the sound system uses the existing sound files and slightly changes them to make it sound as if there are more different sounds than there actually is. So the solution might be to tie that modification to the entity rather than just have it random is important too, no only variance of pitch. Quote Link to comment Share on other sites More sharing options...
feneur Posted December 16, 2017 Report Share Posted December 16, 2017 4 hours ago, Lion.Kanzen said: I don't like my voice in high pitched. The variance could be limited so it doesn't go up (or down) too far Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 16, 2017 Report Share Posted December 16, 2017 Other can be make is get more phrase to say like StarCraft or Total War , he said something similar. Quote that clicking on a unit multiple times Quote Link to comment Share on other sites More sharing options...
Andrettin Posted December 16, 2017 Report Share Posted December 16, 2017 13 hours ago, wowgetoffyourcellphone said: Can bind the randomized pitch to the entity ID. That's a good idea. A solution could be to use the modulo operator on the entity ID, with the quantity of different pitches. The resulting number then would be used to select the pitch for that entity. It would no longer be randomized, but it feel random in most cases, and it would automatically be bound to the entity ID. 3 Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 17, 2017 Report Share Posted December 17, 2017 Patches are welcome 1 Quote Link to comment Share on other sites More sharing options...
Andrettin Posted December 26, 2017 Report Share Posted December 26, 2017 On 12/17/2017 at 10:15 AM, stanislas69 said: Patches are welcome I'm not sure I am familiar enough with the code base to produce one, but I took a look at the code, and this could work: float((m_PitchLower * 100.0f + source % (int((m_PitchUpper - m_PitchLower) * 100.0f) + 1)) / 100.0f) (replacing the call to RandFloat in line 207 of /source/soundmanager/scripting/SoundGroup.cpp) Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 26, 2017 Report Share Posted December 26, 2017 @Andrettin I'm probably less knowledgeable about that part of the code than you now are To get your patch reviewed you need to go through this https://trac.wildfiregames.com/wiki/SubmittingPatches Thanks for looking into this. Quote Link to comment Share on other sites More sharing options...
elexis Posted December 26, 2017 Report Share Posted December 26, 2017 I agree that it is awkward that one unit would speak with two different voices. The performance part might be considered, but likely not problematic. I would suggest to write a ticket at http://trac.wildfiregames.com/. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 26, 2017 Report Share Posted December 26, 2017 On 12/16/2017 at 11:13 AM, fabio said: This is the ticket: #3578. @elexis I guess it could merged with this one. Quote Link to comment Share on other sites More sharing options...
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