The reason discussion about what scares you most has given me an idea. I think it'd be nice to have a volume argument in the sound() procedure. It's nice to easily portray distances through sound, such as a squeek of a door, or footsteps. Just a thought.
~>Volte
ID:135447
![]() Aug 8 2004, 7:03 pm
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Lummox JR wrote:
Volte wrote: Pending resolution of licensing issues, I plan on integreting FMOD into BYOND. It's a fantastic audio library that will give BYOND games plenty of new options (including volume). No sense wasting time hacking those in for now. |
What are the licensing issues exactly? I'm guessing BYOND kinda fits into this category: "Engine Resale (Integration into a commercial, non audio related engine with intention to be re-sold as middleware. I.e. game engine, graphics engine.)", except for the "commercial" bit, which says to contact sales. I'm guessing you've done that. =)
If they're trying to extort money from you for it, you could always set up a donation drive. I'm sure there's a few people around here who'd be willing to chip in. |
Does this mean BYOND will be able to use mp3 files? Or do you only get liscensed with certain chosen file types? I noticed on the website it mentioned mp3 support, but I'm still unsure.
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Kusanagi wrote:
Does this mean BYOND will be able to use mp3 files? Or do you only get liscensed with certain chosen file types? I noticed on the website it mentioned mp3 support, but I'm still unsure. "If you intend to use mp3 in your product, you will have to contact Thompson Multimedia and arrange to pay for an mp3 license, which is separate to FMOD." - Seems to suggest otherwise. |
You need to get a separate MP3 licence, as it mentions somewhere. See http://mp3licensing.com. They make you pay through the nose for that, though. Grrrrr.
On the other hand, OGG format requires no licence fees or royalities or anything, is supported by FMOD, and is just as good as MP3 (except not as widely spread). So you'd just have to run your MP3 through a converter first, which is not much of a problem. |
Or if any dandy C++ programmers want to chip in with making their own convertors, it'd be usefull. Better sound coverage is another step towards greatness! Though I did hate how the current sound was, choppy, must download song (How about a procedure like, sound_rsc()? At login shove the sound into the cache, and we're set for later), 8 channels which only sounded like 3 can be used at once! I'm looking forward to this upgrade, also, how about an upgrade in missile()? If you're in another window when some missile()s are being flown, it shows EVERY single one you've missed while on the other window. Perhaps changing from screen obj to normal obj, would be much usefull.
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JohnReaper wrote:
(How about a procedure like, sound_rsc()? At login shove the sound into the cache, and we're set for later) fcopy_rsc() will do the trick, so there is no need for a new command. I'm just wondering why you don't already have the sound in the game's compiled rsc? |
JohnReaper wrote:
how about an upgrade in missile()? If you're in another window when some missile()s are being flown, it shows EVERY single one you've missed while on the other window. Perhaps changing from screen obj to normal obj, would be much usefull. I hope they don't do that, as it would only apply to a specific few games, most would not benefit from that. Another idea might be having a true/false variable that is true when that Dream Seeker window has focus and false otherwise, then you could program in your own system to do whatever you want when someone goes to a different window. |
I'd like sounds to have volume too, but until DS has a sound mixer capable of adjusting volume, I don't see much point. I suppose it'd be worth adding on a preliminary basis, but then it'd be nice to plan ahead for other features too.
Lummox JR