Nanako Posted May 9, 2016 Share Posted May 9, 2016 Normally 3D Sounds would be the term, but since we're in a twodimensional environment, i'm not sure that fits. I'm used to working in 3D engines Right now, as far as i can tell, hallucinations use 2D (or 1D?) sounds. That is, the sounds are just played straight to the user, and not modified or offset. They play at full volume equally from both speakers, and as a result they sound like they're happening right ontop of you This can be startling the first few times it happens, but you quickly get used to it and tune it out. The fact that the sounds are happening right ontop of you is an easy way to tell that it's not real, and i think that kind of defeats the purpose. I'd propose instead, that these sounds are triggered on a location. In the case of airlock sounds, gunshots, etc, they can sound like they came from somewhere just offscreen, which will make you want to go see what happened. In the case of explosions, i think they should usually be far away. Use the distant echoing explosion sound that we hear when a bomb goes off in science, rather than an obnoxious explosion-right-ontop-of-you sound. The idea here, is to make hallucinations more convincing, to make it harder to tell what's real and what's not. Link to comment
Nanako Posted May 13, 2016 Author Share Posted May 13, 2016 this slipped under the radar, but i think it merits some attention Link to comment
Brightdawn Posted May 15, 2016 Share Posted May 15, 2016 I dunno it seems like /a lot/ of work for such a tiny thing that won't even effext 1% of the rounds Link to comment
Nanako Posted May 15, 2016 Author Share Posted May 15, 2016 <1% is a massive understatement. Hallucinations make an appearance quite often. Whenever some newbie engineer looks into the supermatter without goggles, or whenever some chemist poisons people with mindbreaker, when the supermatter blows, or when a changeling runs around stinging people The changeling part is most important, making those hallucinations more convincing means more opportunities for chaos Link to comment
Brightdawn Posted May 15, 2016 Share Posted May 15, 2016 It would take rewriting the entire sound system for such a tiny thing it really woulsn't be worth it. Link to comment
Nanako Posted May 15, 2016 Author Share Posted May 15, 2016 It would take rewriting the entire sound system for such a tiny thing it really woulsn't be worth it. I doubt that, we already have location-based sounds. If you have a pair of speakers setup, you can hear exactly where something is coming from. The sound just needs to be played at a different location Link to comment
Brightdawn Posted May 15, 2016 Share Posted May 15, 2016 You have to completely rewrite where they spawn somthing and change the format which the game usea to play sounds. This is why people don't post on these you'll fight forever about the littist thing its so tiring. Link to comment
Nanako Posted May 15, 2016 Author Share Posted May 15, 2016 Here we go:http://www.byond.com/docs/ref/info.html#/sound/var/xyz You don't have to completely rewrite or spawn anything, it seems pretty simple Actually byond looks like it has some pretty deep sound functions. There's nothing impossible about this and no technical reason it can't be done, as far as i can tell Link to comment
Carver Posted May 17, 2016 Share Posted May 17, 2016 Term you're probably looking for is stereo sound. Also yeah this sounds nice but the effort requires means it seems more like a backburner/side-project than something that actively needs adding. Link to comment
Nanako Posted May 17, 2016 Author Share Posted May 17, 2016 Term you're probably looking for is stereo sound. Also yeah this sounds nice but the effort requires means it seems more like a backburner/side-project than something that actively needs adding. I'm extremely confident that the effort required is minimal. Very minimal. It will require changing about eight lines of code, adding none at all. Adding in randomly generated X/Y offsets for sounds should be a 10 minute job. The support for stereo sound already exists, the Sound function is ridiculously deep and full featured I'll see about doing it myself and submitting a pull request after the next update Link to comment
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