Closed cx405 closed 5 years ago
Thank you. I'll have to listen, if I include them, I'll definitely credit you in the change notes
I'm going to have to decline. I appreciate the work, and you may be able to fix it. The ftl-spin needs to be loopable, because the amount of time it has to play is variable. If you can come up with a loopable ftl-spin, I'll be happy to review it again
@linuxgurugamer Well it is correct that the drive continues its spin as device sucks energy, the sound should just should not be looped. The idea is this: as device accumulates more and more dense energy, the noise rises, then suddenly stops being perceptible (as opposed to constant noise), creating illusion that accumulated energy field has passed the audible frequency - but it continues to accumulate energy.
It is similar to breaking sound barrier while sitting inside a jet cabin. Or sitting on the bomb (from old cartoons), where igniter wire has already burned inside the box, hence igniter sound suddenly stopped, but the bomb is about to explode soon.
Of course this idea opposes to constant noise, which is creates neutral feeling of false security. So, I never intended to create first sound as loop, as you see.
But if you are against this, its ok :)
So then there is warp event, which can have to endings: either ship breaks (native destruction sounds), or there is jump (no audio currently). If the ending is positive (jump possible), then sound should start to play and actual jump delayed by 0.3-0.5 seconds. There is currently no jump sound, which is not very much in connection with lore of typical ftl drives.
Its not bad if sound is played exactly during jump, but this is not how canonical ftl are known: here is example - https://youtu.be/lxJDNwMjEfQ?t=87 (note, sound starts fraction of second prior to drive activation).
I understand that your file should not be looped. But that's not the way the mod is written. Even if I were inclined to do it, there is significant work involved in changing the mod to do what you envision. It's not the way I want the mod to work.
Your example of "canonical ftl" is interesting, you point to another game as an example of what it should be. I've seen lots of SF movies and TV shows which had FTL, they all do it their own way.
I may include the ftl-fire on success, but otherwise, thank you for your efforts
Hello @linuxgurugamer! This is a pretty awesome mod, but I think sound could be improved. I spent 20 minutes in Audacity, using these tracks:
"Charged laser" by LegoLunatic, CC0 https://freesound.org/people/LegoLunatic/sounds/151243/
"Laser Gun.wav" by sunnyflower, CC0 https://freesound.org/people/sunnyflower/sounds/361471/
and result are these two files:
ftl-spin.ogg play it when player selects "Jump". No loop. 44,1 kHz
ftl-fire-0.5s.ogg play on success conditions, but approximately 0.5s before actual change of location dont play if FTL fails. No loop. 44,1 kHz
I think this may improve sound a bit. Sounds are very small, compressed at quality 5. I don't need credits, but you can leave it at CC0 or convert to GPL that you use. Thank you for the mod!
ftl-fire-0.5s.zip ftl-spin.zip