Sound advice
Posted: Fri Jun 20, 2014 10:38 pm
From the Progress thread.
The first bit (plug it in) sounds good, but the mono source and positioning I'm not sure about, and in fact the idea I have been thinking about is more script-triggered audio effects rather than single sounds.
Off the head example - half a dozen alien probes approach your ship, and as they touch each one scrapes a bit and 'clunks' on solidly, each from a different direction.
where magneticAlienProbes.ogg is a six-channel (5.1) sound file.
I assumed at first that this would require a multi-channel sound file (say six channels for a standard 5.1 layout) with each position fed by a channel, and the sound file mixed to give the spread of sound required. Is this not how it works?
Does the game instead take a (mono) sound and then send it to the appropriate speaker? How does it know which channel/position it needs?
I think I need a crash-course in the basics, and I'm sure I'm not the only one out here who finds this prospect intrigueing, so hopefully this might help others out as well.
Where do I start? Well, by starting a new thread instead of hijacking 'Progress'cim wrote:As far as I can tell, the process should be: plug in 7.1 surround speakers; play Oolite. I've been testing it with headphones, not really having the space to put that many speakers around my computer desk...Smivs wrote:Now, can somebody point to me any documentation on the new sound options, like how the 7.1 surround thing is going to work etc...
If you have a soundset OXP installed, then all the sound files in it will need converting to mono if they're stereo, or the positioning won't work. Unfortunately this hasn't been important before, so I expect a lot of sound sets will have a mix of stereo and mono sounds with no particular consistency - I had to spend an hour or two converting half of the core sounds to mono when this first went in.
Port and starboard lasers are good ones to test if it's working, while the "being hit" noises are the ones with the most positional variation in the game.
The first bit (plug it in) sounds good, but the mono source and positioning I'm not sure about, and in fact the idea I have been thinking about is more script-triggered audio effects rather than single sounds.
Off the head example - half a dozen alien probes approach your ship, and as they touch each one scrapes a bit and 'clunks' on solidly, each from a different direction.
Code: Select all
var magneticAlienProbesSound = new SoundSource;
this.magneticAlienProbesSound.playSound = ("magneticAlienProbes.ogg");
I assumed at first that this would require a multi-channel sound file (say six channels for a standard 5.1 layout) with each position fed by a channel, and the sound file mixed to give the spread of sound required. Is this not how it works?
Does the game instead take a (mono) sound and then send it to the appropriate speaker? How does it know which channel/position it needs?
I think I need a crash-course in the basics, and I'm sure I'm not the only one out here who finds this prospect intrigueing, so hopefully this might help others out as well.