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Diverse sounds

Posted: Sun Sep 13, 2009 3:30 am
by Chaky
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.

Re: Diverse sounds

Posted: Sun Sep 13, 2009 9:35 am
by Eric Walch
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.
Do people read the release notes? Why should we bother to add them?

From the last 1.73 release note:
* Customsounds.plist now accepts arrays, in a similar way to descriptions.plist.
That means that when you add a file "customsounds.plist" in your config folder with content:

Code: Select all

{
	"[player-laser-hit]" = (
		"laserhits.ogg",
		"myLaserhits1.ogg",
		"myLaserhits2.ogg",
		"myLaserhits3.ogg",
	);
}
It will choose a random one from it. (Never tested myself though.)

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.

Posted: Sun Sep 13, 2009 11:32 am
by Chaky
Damn, I missed that.. or cool, I missed that.