Sound is a SUPER important aspect of any game. Games can be way more appealing just by having some cool sound effects, and having good music to match the mood.
Sure you can: play sound effects, adjust the volume, play music, cut off sounds, and make things repeat, but I want a few features added to help spice up the sound channels.
Something that makes sound effects have an echo
This would be a cool effect if you were in a cave, or a closed in area, and could give a very enviornmental feel.
There are a lot of variables to these.
- How many echoes there are
- The dynamic space between each echo
- Timing space between each echo
- How many echoes the hearer hears depending on distance
A proc that makes a channel's music/sfx, have a perdendosi or a decrescendo
(a dying away kind of effect, lowering dynamic) respectively, music can dim maybe while theres a cutscene going on, or a song is going to cut off into a different song.
A few variables to it, like:
- From how fast it goes from its present dynamic to nothing or desired dynamic.
- Choosing to make it end when the perdendosi is complete, or keep going by crescendoing back to its original dynamic.
These 2 are a few I could think of, they can suit many game's needs and effectiveness of sound.
After all, besides sight (and feel - kind of), hearing is the only other sense that you can appeal to!
ID:120178
![]() Oct 18 2011, 5:35 pm
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![]() Oct 18 2011, 7:11 pm
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The fade in/out bit would be worth exploring, but echoing is something you can already do. Lookup echo and environment in the reference.
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oh, thankyou Lummox! Wow theres alot of stuff to mess with, air affecting with sounds, echoes in rooms, sound on the outside, and a bunch more stuff o_o!
this is gonna take up my night! |
You can soft code music fading in and out.
One way is demonstrated in this sound demo: http://www.byond.com/developer/Foomer/SoundSystem |
Having a built-in fade in and fade out would be nice though, as it currently requires lots of packets.
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