Saturday, July 13, 2024

Sounds are ready to Go

I can say that sound now works functionally in all the spots that it's supposed to. You wander about, there's footsteps. Monsters attack? There's sounds. You go into combat mode - all the right sounds are played at the right times. Trading? Sounds. Equipment? All there.

It's a great and productive weekend.

There are some things that I didn't get working, which was rather annoying though. There's some rather fundamental limitations on the SoundPool class in android - and that makes doing some of the things I wanted to get done rather impossible. I wanted ambient sounds that got louder as you got closer to them - so walking up to a fire would mean you hear the crackling and popping of the fire louder, and then softer again as you walk away. Problem though, you can't adjust the volume of a sound that is playing without stopping it and starting again. That means that looped sounds would bork each time the volume was adjusted. There's also no way to see if a sound is currently playing. Again, that makes it very difficult to do looped sounds along the lines of "If this sound isn't playing at the moment, play it please". I might circle back at some point and see what I can do with the other prebuilt sound classes, but I think the only other one that offers what I want is at a lower level again than this, which means having to handle a lot more fundamental code to get the outcome I want.

In the meantime, this really is quite good enough for now. I'll eventually circle back once I have done more of the game to pick up things that I find along the way, and tweak them, but for now, it's good enough.

I think I'll try to tweak the landing page for new accounts so that it's an easier process to follow to set up a party and the like. That should hopefully be pretty quick and easy, then I think it will be time for getting server code ready in preparation for some alpha testing.

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