Here's some food for thought:
It's regarding sounds, shouldn't be too hard to implement and it should be backward-compatible, any yet contribute to immersion.
Here's the thing:
Let's take laser hit sound for an example. laserhits.ogg.
You can have 2 choices that the engine would decide automatically:
a) use the file "laserhits.ogg" (in absence of latter)
b) or use one of several sounds that would be inside folder named "laserhits.ogg" (or "laserhits") by random choice.
That way there could be several similar sounds that would IMO improve the gaming experience.
Actually, that is already proven concept by some other games.
Diverse sounds
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- Eric Walch
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Re: Diverse sounds
Do people read the release notes? Why should we bother to add them?Chaky wrote:a) use the file "laserhits.ogg" (in absence of latter)
b) or use one of several sounds that would be inside folder named "laserhits.ogg" (or "laserhits") by random choice.
That way there could be several similar sounds that would IMO improve the gaming experience.
From the last 1.73 release note:
That means that when you add a file "customsounds.plist" in your config folder with content:* Customsounds.plist now accepts arrays, in a similar way to descriptions.plist.
Code: Select all
{
"[player-laser-hit]" = (
"laserhits.ogg",
"myLaserhits1.ogg",
"myLaserhits2.ogg",
"myLaserhits3.ogg",
);
}
Edit: I mixed one as an example: Combined Murgh, Wiggy & Xaotik's sounds
This one needs Oolite 1.73. And when you look inside Oolites own customsounds.plist you see that several different actions currently lead to the same sound but it is possible differentiate the sounds further. e.g. differentiate between player or npc hit.
UPS-Courier & DeepSpacePirates & others at the box and some older versions