DarkPlacesEngine / DarkPlaces

The DarkPlaces Quake engine, created by LadyHavoc. Official Git repository (replaces SVN).
https://icculus.org/twilight/darkplaces/
GNU General Public License v2.0
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Improve sound/audio propagation and acoustics #182

Open hemebond opened 5 months ago

hemebond commented 5 months ago

Sound in Quake, by default, seems to use the VIS data to determine what (ambient) sounds are audible to a player. For example, in this image, the slime ambient sound is audible from 1, and 2, but not 3.

image

It would be great if it were possible to have sounds propagate through the level based on the actual geometry, including dynamic elements like doors.

Cloudwalk9 commented 4 months ago

This would entail an implementation of a PHS (potentially hearable set) if I'm not mistaken.

uis246 commented 4 months ago

I think Valve call it Potentially Audible Set. I'm not sure how they do this, but I think it should be done as minimal amplitude of sound, that can be heared.

bones-was-here commented 4 months ago

OpenAL Soft (LGPL) has a plugin for this, Steam Audio (Apache-2.0) does too. Not sure which is easier to work with, but OpenAL is packaged in distros.

uis246 commented 4 months ago

I tried to work with OpenAL in AltCraft. Got positional sound very quickly. Never done anything with Steam Audio.