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Sounds that don't have Hooks yet #1706

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Jaytheway opened this issue Dec 21, 2016 · 3 comments
Open

Sounds that don't have Hooks yet #1706

Jaytheway opened this issue Dec 21, 2016 · 3 comments

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@Jaytheway
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Deconstruct_Furniture - there are 3 variants
cloning_pod_anim - shoud play before new clone pops out
Default_Furniture - should play instead of current Error sound when there is no corresponding sound file for the furniture being placed
Error - this should play when you try to place furniture on invalid tile (e.g. no floor, on top of something else)

Ambiance - should not have 3D positional properties, it should start playing when the game starts.
This sound is just for the implementation testing:
-2D sound
-looping
-pausing when the game close
-resuming when a save game loaded (purely testing)
It is not intended to be in game "for real", although it may.

These were not included in my latest PR:
Door_Open: https://www.dropbox.com/s/gzx6lmylx4ciy6v/Door_Open.ogg?dl=0
Door_Close: https://www.dropbox.com/s/9cve8ab41btj6jv/Door_Close.ogg?dl=0

Pings: @koosemose

@koosemose
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Regarding the Error sound, I personally don't think that should be used for trying to place invalid furniture, the visual feedback should be enough, and even if toned down, it would quickly become annoying on common usage (for example, when placing a criss-cross of walls, it's expected that the center-point would be invalid on the second half of the cross) and it could create confusing audio feedback (hearing both the furniture place sound and the error sound, with the current error sound in master [unless it's changed] likely being much more audible).

Regarding Ambiance: this basically fits the criteria for what I intended for the "Music" channel, though I don't think we want 2D sound, as it's not coming from something in game. I'm not sure on the feasibility of pausing and resuming on quit/load. The current (very loose) thoughts I have regarding music/ambiance are (likely at some far future time), have the game keep track of a "mood" i.e. if you get attacked (or attack someone else) it will become "tense", a crew member dies it becomes "sad", good stuff happens it becomes "happy", and have several tracks it can loop through for each "mood", and either the current mood will be saved, or if it's based off of more than just current events (for a base that has had lots of good stuff happen will tend more towards "happy") have it recalculate based on a history of mood affecting things on load. We could possibly have degrees of "mood" (several "tense" events lead to more tense "mood" with an appropriate soundscape), and/or maybe even have an axises of moods (for example ranging from happy->neutral->sad and tense->neutral->calm and have appropriate tracks for each of the 9 potential combinations.

Of course this is just theorizing at this point, and the more potential combinations there are, the higher the need for more and more tracks (adding some hypothetical 3rd axis would bring it from a minimum of 9 to 27 tracks needed).

@Jaytheway
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Regarding the Error sound, it is quite annoying, I actually intended to make a better one. Just wanted the hook to be already in place.

Regarding music: these are all good thoughts, but it would require to compose a enormous amount of music and to do complex transition system. Simple fadeIn/fadeOut would be too abrupt, especially if the mood changes quite often. It also depends on the complexity of the music itself.
Also to many mood/music changes would be confusing and would interrupt the flow of the game.

I'd say, to begin with, it would be enough to do 2 states: under attack and chill.

@BraedonWooding
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@Jaytheway @koosemose This should have an [Ongoing] tag?

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