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BGS - BackgroundSet

Posted: Mon Mar 01, 2010 1:29 pm
by Svengali
Image Image Image

BGS is meant as a starting point and this set is actually 3 oxps to do different jobs -released as separate oxps and a all-inclusive pack that combines them, so players can pick the one (or two or three) they like to use.

The packs:
BGS-C is a modified version of Aegidians customsounds.oxp, based on Oolites customsounds.plist (with permission).
BGS-I is a set of background images, based on Oolites screenbackgrounds.plist.
BGS-M is a script that controls ambient music and ambient sounds plus a few special sound effects.
BGS-A is the all-inclusive version to get a consistent pack.

[wiki]BGS[/wiki]

But enough tech-blabla for now - take a look in these vids, showing some of the features of the current version.
BGS Videos.zip (2.5MB, zipped).

Posted: Mon Mar 01, 2010 2:03 pm
by JazHaz
Nice vids! Not sure I would have the sound pack, but everything else is great. The sound on my laptop is rubbish anyway.

Posted: Mon Mar 01, 2010 3:45 pm
by Svengali
JazHaz wrote:
Nice vids! Not sure I would have the sound pack, but everything else is great. The sound on my laptop is rubbish anyway.
So let me ask two questions (not only for JazHaz) about music/sound.

1. What kind of thing should be supported (and isn't already available via customsounds.plist)?

2. What shouldn't be done at all? Where do you see problems? What should be done in e.g. mission-oxps only?

The current status is that ambient music is played only when docked - via Sound.playMusic() (station-specific definition supported). Additionally sounds are played (2 soundSources, splitted into ambient (looped) and FX (not looped)) for a few situations (e.g. engine, engineUp and engineDown - ship-specific definitions supported).

Posted: Mon Mar 01, 2010 4:17 pm
by Hemlock
JazHaz wrote:
Nice vids! Not sure I would have the sound pack, but everything else is great. The sound on my laptop is rubbish anyway.
I got myself one of these:

http://www.amazon.com/Brookstone-Soundb ... B002H7HNCW

It works great on my laptop

H

Posted: Mon Mar 01, 2010 4:42 pm
by Rxke
Verrrrry promising stuff!

Personally, I like the background sounds in hte 'hangar' but thought the music was a tad too obtrusive.

Quite like the spinning down of the engine sound too

Posted: Mon Mar 01, 2010 5:57 pm
by Cmd. Cheyd
SoundSources need a .volume method. End result would be you can start, stop, loop, and adjust relative volume.

Posted: Mon Mar 01, 2010 6:04 pm
by snork
From the videos, I find it hard to decide what is music, what is sound.

Rxke wrote:
Quite like the spinning down of the engine sound too
me too.

Looking forward to have this in the game, very nice.

Posted: Mon Mar 01, 2010 6:13 pm
by pagroove
I will try to put up a HQ- youtube vid of the sound set I'm working on this week with manly droid effects.

Posted: Mon Mar 01, 2010 6:52 pm
by JensAyton
Cmd. Cheyd wrote:
SoundSources need a .volume method. End result would be you can start, stop, loop, and adjust relative volume.
This is unlikely to happen before next stable. Currently we have two completely different sound implementations that build on wildly different models, so adding features isn’t exactly attractive.

One of the things that might happen after next stable is a rewrite using OpenAL. This would allow for volume adjustments as well as positional audio.

Posted: Mon Mar 01, 2010 8:12 pm
by pagroove
Mmm the Youtube vid with sound has to wait sry.

My normal computer is giving sound recording problems in Fraps. I can of cours sample the output with my music computer but I only have a test version of Fraps so that is limited. Well maybe I'il buy Fraps anyway. In that way I can record a whole journey from planet to planet without having to press the record key every 30 seconds. I can then record the sound with my 2nd computer Both are connected to a Yamaha 01v digital mixing desk so I can record the sound of the first computer.

But tonight no new video. :( But maybe in the near future

Posted: Mon Mar 01, 2010 9:43 pm
by DeepSpace
Love those inflight sound effects, awesome stuff... :D 8)
Not so bothered about the commodities screens and that sound of hussle and bussle. Still sounds good, but not my cup of tea.
Definately love the in-flight stuff, when can I get those?!?!?!? :D :wink:

Posted: Mon Mar 01, 2010 11:34 pm
by Svengali
Rxke wrote:
Personally, I like the background sounds in hte 'hangar' but thought the music was a tad too obtrusive.
Right. Some balancing of loudness levels has to be done. And I'm also not pleased with some of the sounds.
snork wrote:
From the videos, I find it hard to decide what is music, what is sound.
The last sequence (options screen) in the first video is music only. The screens OPTIONS and REPORT have no additional sound stuff, the charts only additional ambient sounds and MISSION is excluded completely.
Ahruman wrote:
One of the things that might happen after next stable is a rewrite using OpenAL. This would allow for volume adjustments as well as positional audio.
Would be a big step.-) Thanks for thinking about it.
DeepSpace wrote:
Definately love the in-flight stuff, when can I get those?!?!?!? Very Happy Wink
A few days after release of Oolite v1.74? But who knows. btw: Nice texture job in your Ship-Pack.

Posted: Tue Mar 02, 2010 5:49 am
by Cmd. Cheyd
Ahruman wrote:
This is unlikely to happen before next stable. Currently we have two completely different sound implementations that build on wildly different models, so adding features isn’t exactly attractive.

One of the things that might happen after next stable is a rewrite using OpenAL. This would allow for volume adjustments as well as positional audio.
Sounds great, Ahruman! Really looking forward to the MNSR becoming the MRSR (Most Recent Stable Release). I wasn't trying to nag about that, but when I saw Sven's post asking about what kinds of things should be supported, I think I misunderstood and thought he was asking about in core-code.

Posted: Tue Mar 02, 2010 8:02 pm
by Svengali
So let me come back to the questions:

1. What kind of thing should be supported (and isn't already available via customsounds.plist)?

2. What shouldn't be done at all? Where do you see problems? What should be done in e.g. mission-oxps only?

Posted: Tue Mar 02, 2010 11:36 pm
by JazHaz
DeepSpace wrote:
Not so bothered about the commodities screens and that sound of hussle and bussle. Still sounds good, but not my cup of tea.
This is pretty much how I feel too.

The thing with hustle & bustle, crowd sounds is that it has a random element. ie the mixture of sounds vary all the time as new people enter your hearing and people leave, and people don't generally speak all the time (unless they are female lol). In the game environment, you have a finite no. of samples which after a while you will notice the repeats and have you reaching for the volume control.

Also I definately don't like the hyperspace countdown, so obviously sampled from Star Trek's Majel Barrett-Roddenberry. This is Oolite, not Star Trek!!