Open IAmNotHanni opened 9 years ago
3D sound propagation: #147
I like the parts that include refractoring the sound system and providing something like a sound browser. that would be a huge step.
However, i really do not think inexor should be changed into a standard shooter. and imo thats beginning with slowing it down with sneaking (atm: sneaking = not jumping, you want: sneaking = slow walking, walking = step sounds). I furthermore do not think this would even work. Inexor is too fast for that. (And thats a good thing imo). I think atmosphere do not need to be gathered here, but if we use more map sounds (atm we rarely use any).. will already do the job.
Sounds are just totally underrepresented ingame, we need to tackel that
Development of Audioaugust will continue. I successfully removed the old sound system from the game. It just had some little links with the network and movie recorder code. Now Im going to design a new and easier sound system... sounds.cpp is quite weird.
Can't we use OpenAL for the 3D propagation? Or is that API not suited well?
Some inspirational stuff found by @basile-henry: https://www.youtube.com/watch?v=NyzrrPIL1is
This post was created built on ideas and feedback we got from this video: https://www.youtube.com/watch?v=U1fgyc1Ew4g&feature=youtu.be
Introduction Hearing is the second most important human sense isn't it? Nevertheless Cube2: Sauerbraten is a very very quiet game. Beside the sounds of the map (if exist) you can only hear the following things during a game:
I think the following changes sould be made:
I'd like to hear your feedback