Friday, July 12, 2024

Sounds now working for effects

So it's a friday night, but I got some code in after work. I've been building out the different places I want sounds to happen, and I added in sound capability for Effects in the game, so there's the potential for effects (buffs and debuffs) to have a unique sound when they are first applied, when they tick over and when they finish up and are removed from the player/creature.

It's not a huge update, but it's another thing that's off the list - which is great. Creatures next, so all the random sounds and then attack/defend etc sounds next.

I would like to add in ambient sound at some point, so that walking past certain things will make them give off a sound - a fireplace can sound like a fire and so on, but there's a lot of work I think to get that right, and right now (at least tonight) my brains is not in the right gear to sort that out. Part of it is that I'm thinking about the problem scope. Something like a fireplace is easy, there's probably going to be one on the screen at a point in time. The closer you are to it, the louder you play the sound. Get far enough away, and you stop playing the sound. But what about say.... lapping water at the edge of a river or beach. And again, as I'm writing this, I'm thinking through the problem, so the right thing to do is process ALL the possible sounds by type, and then play each type at the highest volume that was surfaced in the surrounding area. So if I have a fireplace nearby, play that at the right volume, but if there's five places that emit a "waves on the shore" sound, play it once at the highest volume found. Good job for hanging about as I process this in real time. Thanks!

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