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InsideQC Forums • View topic - Ambient sounds

Ambient sounds

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Ambient sounds

Postby frag.machine » Mon Jun 24, 2013 1:36 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Ambient sounds

Postby frag.machine » Tue Jun 25, 2013 2:29 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Ambient sounds

Postby frag.machine » Tue Jun 25, 2013 2:54 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Ambient sounds

Postby r00k » Tue Jul 02, 2013 1:36 pm

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Re: Ambient sounds

Postby frag.machine » Wed Jul 03, 2013 2:32 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Ambient sounds

Postby mankrip » Thu Jul 04, 2013 11:27 am

I suggest adding a fallback for the engine to use the ambient water sound in the place of the slime/lava sound if the slime/lava sound file isn't found.

Also, frag.machine, dunno why you've used the names "slime1" and "lava1" instead of just "slime" and "lava".
"water1" and "wind2" have numbers, but for new files this doesn't seem necessary.

Would be nice to hunt some official ambient sounds for these in other Id games. Maybe from Q2, QIII or Doom 3.
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Re: Ambient sounds

Postby frag.machine » Thu Jul 04, 2013 9:53 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Ambient sounds

Postby revelator » Fri Jul 05, 2013 9:10 pm

Heh dunno but im thinking in terms of a parser that could change the abients based on numerical values :) so the idea is not exactly bad something nice might come out of it. Not quite sure how to get the environment data for say a cave so that the ambients have an Echo effect though. If someone knows how i think it might make for an interresting improvement to quake.
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Re: Ambient sounds

Postby mankrip » Fri Jul 05, 2013 10:25 pm

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Re: Ambient sounds

Postby r00k » Fri Jul 05, 2013 10:48 pm

maybe add an echo to the wav file using audacity since say cave1.wav would always echo?
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Re: Ambient sounds

Postby revelator » Sat Jul 06, 2013 1:42 am

Yep nothing quite as complicated but it would add some umph to it :)
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Re: Ambient sounds

Postby frag.machine » Sat Jul 06, 2013 4:00 am

I can't imagine a way to automatically switch to an "echo" effect; I suppose the easiest way to do that is using some kind of "trigger_environment" (or some sort of metadata added to the BSP format saying something like "if you're inside the volumetric area defined by coord1 and coord2 enviromental sounds use an echo effect". In other words, the map needs to have some "hint" about to activate the effect in the engine. Another solution would require some sort of shader support where you could hint about sound effects, and again it would be a task to the mapper to mark "echo" areas thru the use of shaders.
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Re: Ambient sounds

Postby revelator » Sat Jul 06, 2013 12:24 pm

Hmm ill take a look at the bsp defines might be something we could use in them for it :)
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Re: Ambient sounds

Postby Spike » Sat Jul 06, 2013 12:41 pm

halflife had triggers for its EAX areas...
echo regions only really apply where you have a confined space, you can send out 6 tracelines or so, but you'd need to repeat that process at least one extra time to try to avoid it leaking too badly (distant open areas should be considered closed if they're the corner of pipes or whatever) . And you'd have quite a bit of error in that, so some temporal coherance wouldn't go a miss (weighting it over about 10 seconds with some randomized angles, monte carlo style), but you perhaps can't easily do that inside the vis tool.

need a mixer reverb effect or something. eax for xp users, or switch to openal for linux+vista+ users I guess, or write one in software that works in anything.
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Re: Ambient sounds

Postby revelator » Sat Jul 06, 2013 10:11 pm

I´nterresting so we can get the distances from tracelines (allbeit not completely error proof) and i seem to remember a worldtype spawn type from the entity definitions allthough i think its only used to tell the bsp parser to stop parsing gonna have a look.
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