Positional audio and ambient sounds.

An area for discussing new ideas and additions to Oolite.

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Captain Hesperus
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Post by Captain Hesperus »

Disembodied wrote:
Star Wars-esque "zhhwhooo" noises as ships fly past,
Are you sure about that? I'm sure that "zhhwhooo" was the Cylon Raider ship noises. I thought Star Wars was more a "sheearrroooo"..... :wink:

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TGHC
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Post by TGHC »

:D :D :D :D :D
The Grey Haired Commander has spoken!
OK so I'm a PC user - "you know whats scary? Out of billions of sperm I was the fastest"
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Disembodied
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Post by Disembodied »

nijineko wrote:
and there's a perfect canidate for the 'your-ad-here' oxp! =D
Hmmm... it's possible that that's what the sticky-up bits on the KitinTek Command Couch do...
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@ Hesperus: you know, I believe you're right -- certainly TIE fighters do make a sort of screaming, scraping sound, as opposed to the "broumbloumbroum" noise of a Star Destroyer passing overhead. How sophisticated could we make this? Would there be an intermittent rattling clank added in to signify the approach of, say, a certain Python? :wink:
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Post by Star Gazer »

Disembodied wrote:
...an intermittent rattling clank added in to signify the approach of, say, a certain Python? :wink:
...I think that should be a nasty grinding and coughing sound...!! :lol: :lol:
Very funny, Scotty, now beam down my clothes...
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Captain Hesperus
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Post by Captain Hesperus »

Star Gazer wrote:
Disembodied wrote:
...an intermittent rattling clank added in to signify the approach of, say, a certain Python? :wink:
...I think that should be a nasty grinding and coughing sound...!! :lol: :lol:
...And the sound of the odd <proot> <proot> <proooooot>....

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nijineko
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Post by nijineko »

hey, don't forget the twitter-cheep-purr of the trumbles....
arukibito ga michi wo erabu no ka, michi ga arukibito wo erabu no deshou ka?
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Post by Svengali »

Ahruman wrote:
I should probably mention that 1.71 is intended to have JavaScript classes for dealing with one-shot sounds and music. But not positionally.
I got a little wish list. You know christmas and so...

- Hyperradio should only be active IN_FLIGHT. This gives other OXPs enough room to play some mission-music, ambience station sounds,... That means we need a method to stop running songs (like on docking)
- The Hyperradio needs a switch ON/OFF method (with a ~1sec fade-in/out) to give other OXPs enough room
- Play, Pause, Resume, Stop, Rewind, Loop, LoopCount, Fading and Crossfade methods
- Check method if a specified song is playing
- Method to get additional infos (like length, artist, remaining time,...)
- Method to set song-specific volume
- Streaming for bigger files
- HUD integration with a small icon (like the scoop) if installed
Example:
player.Sound(missionVariables.hyperradio_song, play, fadein, fadeout, loop, volume);
or player.Sound(missionVariables.hyperradio_song, play, 2, 0, 5, 60);
or player.Sound(missionVariables.hyperradio_song, stop, 0, 3, 0, 72);
or player.Sound("example.ogg", isPlaying, lengthtotal, lengthplayed, lengthremaining);

player.Music(missionVariables.hyperradio_song, play, fadein, fadeout, loop, volume);
or player.Music(missionVariables.hyperradio_song, play, 2, 0, 5, 60);
or player.Music(missionVariables.hyperradio_song, stop, 0, 3, 0, 72);
or player.Music("example.ogg", isPlaying, lengthtotal, lengthplayed, lengthremaining);

And perfect would be:
- Playlist (maybe 5 songs) as overlay on the HUD (like commsLog, but on the side) after pressing a specified key and the player can choose the next song (maybe by pressing specified keys). This overlay could also be used as a communication terminal for other purposes (like commsChatter, job offers,...).

As I said - just a little wish list :wink:
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JensAyton
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Post by JensAyton »

Svengali wrote:
- Hyperradio should only be active IN_FLIGHT. This gives other OXPs enough room to play some mission-music, ambience station sounds,... That means we need a method to stop running songs (like on docking)
- The Hyperradio needs a switch ON/OFF method (with a ~1sec fade-in/out) to give other OXPs enough room
- Play, Pause, Resume, Stop, Rewind, Loop, LoopCount, Fading and Crossfade methods
- Check method if a specified song is playing
- Method to get additional infos (like length, artist, remaining time,...)
- Method to set song-specific volume
- Streaming for bigger files
- HUD integration with a small icon (like the scoop) if installed
...
- Playlist (maybe 5 songs) as overlay on the HUD (like commsLog, but on the side) after pressing a specified key and the player can choose the next song (maybe by pressing specified keys). This overlay could also be used as a communication terminal for other purposes (like commsChatter, job offers,...).
Preliminarily: yes, probably not, (yes, maybe, maybe, yes, indirectly, indirectly, no, no, no), yes, (possibly, no, possibly), no, already there under OS X but dunno about SDL, no, no. :-)
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Svengali
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Post by Svengali »

Ahruman wrote:
Preliminarily: yes, probably not, (yes, maybe, maybe, yes, indirectly, indirectly, no, no, no), yes, (possibly, no, possibly), no, already there under OS X but dunno about SDL, no, no.
I like this kind of conversation, short, precisely. Like at home...
...can I have? - no
...can we go? -yes
...do you like me? -mmm
:D :D
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