Open jefgenowitsch opened 7 years ago
He's just jumping on that poor thing the whole video. I didn't hear any synthesizer? Wrong link?
The first jumps: the sound gets higher.
BTW. I fell in love with speedblocks. Thank you for your effort!
my idea is to make use of a synthesizer high time remaining = high pitch low time remaining = low what about it? its about combo time remaining
Ah, ok... Now I get it. :+1: SFML actually supports this, you can .pitch() a sound so it would be very easy to implements. When would it play though? Everytime you add time to the timer, every second, every piece placed?
The Synthesizer should only play if a higher combo has been reached and if the remaining time gets to a certain degree to be able to estimate the remaining time without looking.
After i did a line clear i get a remember tone in the right pitch according to my combo / remaining time.
Could be interesting. But this could be conflicting with the sound indicating the combo height. I think the easiest approach would be a warning tone every time a certain absolute amount of time (Like 2 sec, 1 sec, 0,5 sec) is left.
Btw: Can we change the title to something meaningful?
Or we implement something like this!
I like that idea... a ticking clock that goes faster the less time you have (or pitch, or combined). If it can be done fairly discrete so it's not a pain in the butt to have on.
@Noir- Something like: Combo and time based synthesizer.
Just a first thought: (Think of a church bell, a tone for the hour and a certain tone for 15/30 min) For speedblocks: Specific tone for each combo and for the remaining time something similar to this: https://www.youtube.com/watch?v=ueBlmU2Ilr0
But I also could imagine that this COULD be an overload of acoustic, when not perfectly designed. However, I think that this could squeeze a bit more skill out of the players.
Just to add on to what people are saying about pitch based combo sounds, can you watch this and tell me if this is what you guys mean?
@Expl0sive That's more an indication of how far along the combo has gone, the suggestion is to have a sound to indicate the remaining timer.
@jefgenowitsch "acoustic" is what you want to spell?
@Expl0sive your link is broken
@chinatsu Yes. correct , but this can also be used for changing the combo's pitch based on the remainder of the time for a specific combo (the one you are on) e.g. - 12 combo with half combo timer remaining. You clear at that exact time so it's 0.5 which plays the pitch assigned to the 12 combo at the 0.5 time. The same can be done for every other combo. So 0.125's 0.250's 0.50's etc...
A clock ticking faster while time decreases sounds like a good idea. Everything else could be very noisy.
I pushed a test of a ticking-clock implementation to branch tickingclock.
Please see #32 @kroyee which may not be easily compatible with a ticking clock set up
@kb1900 maybe we could might use that for ONLY 1/4 of time remaining OR in between.
I merge master into tickingclock, so that branch is now up-to-date. If anyone care to give it a try that would be great. You can experiment with changing the ticktock.wav to try different sounds. The sound loops so it can be how long/short as you like.
What do you think of having the remaining combo time presented through audio? Defenzor thought doing this with a synthesizer.
Here is an example: https://www.youtube.com/watch?v=nHAe6nCY3rg