Sounds?

General Question/Answer/Announcement about NSD. We are a small independent game development team and we value our community. If you ask, we'll answer.
Vonviper
Reactions:
Posts: 169
Joined: Mon Dec 31, 2007 12:17 am

Re:Sounds?

Post by Vonviper »

i'm not saying, im not working on doing my best to be amazing

what i am saying is my team m8's are doing a great job on the maps/units/code etc.. everything about the game its amazing... B)

standing out from the crowd won't be easy :)
Two turn tables and a micro-phone
Hancock the Superb
Reactions:
Posts: 1436
Joined: Thu Aug 21, 2008 9:06 am

Re:Sounds?

Post by Hancock the Superb »

Don't worry, as long as there aren't any wacky or wierd sounds, we won't kill off all your troops in multiplayer. (In other words, I assume your sound are just fine, though I would like to hear one!)
Hancock the Superb
JC Edwards
Reactions:
Posts: 1830
Joined: Wed Dec 05, 2007 2:37 am

Re:Sounds?

Post by JC Edwards »

You know Von, both of us being musician's, I wish I could get with you on the sounds.... I've always had an interest in sound effects.

Do you remember the old Ibanez HD(Harmonic/Delay) 1500?........I used a setting on that to mimic the sounds of Humpback Whales.....pretty intense.:)

Not to mention when hooking a mic through it, you could go from Alvin & the Chipmunk's ......to Lurch from the Addams Family!:lol:
'The path that is not seen, nor hidden, should always be flanked'
69th NYSV
Reactions:
Posts: 90
Joined: Tue Dec 04, 2007 10:36 pm

Re:Sounds?

Post by 69th NYSV »

I'll take the original Doom as an example. The shotgun sound effect was spot on and was very distinct. You'd be poking around in some dark place and hear that "chick-chick" and go "oh crap". :ohmy:

Sounds can really make a game. ;)
Last edited by 69th NYSV on Wed Nov 12, 2008 9:14 am, edited 1 time in total.
Pvt., 4th Texas Infantry, Co. B
Hancock the Superb
Reactions:
Posts: 1436
Joined: Thu Aug 21, 2008 9:06 am

Re:Sounds?

Post by Hancock the Superb »

AH, the world of sounds. I feel bad for deaf people.
Hancock the Superb
ironsight
Reactions:
Posts: 504
Joined: Mon Sep 01, 2008 9:27 pm

Re:Sounds?

Post by ironsight »

What is the sound of one hand clapping?

If a tree falls in the woods with no one around to hear it, does it make a sound?

And finally, does a bear sh_t in the woods?
:laugh:

On a serious note now,
Vonviper i asked this question in another thread but its more appropriate here.
How many actual audio channels will the game have?
Chamberlain
Reactions:
Posts: 1163
Joined: Sun May 04, 2008 6:39 pm

Re:Sounds?

Post by Chamberlain »

69th NYSV wrote:
I'll take the original Doom as an example. The shotgun sound effect was spot on and was very distinct. You'd be poking around in some dark place and hear that "chick-chick" and go "oh crap". :ohmy:

Sounds can really make a game. ;)
Ah,,, Doom,,, 69th NYSV, very good !!!!

Very intense game for it's time.

I remember I got a copy from a friend that was on 4 disks, almost 5 MB.

You had to play that game loud and in the dark !!!!

:evil: :evil: :evil:

Chamberlain
-Col. Joshua Chamberlain, 20th Maine

We cannot retreat. We cannot withdraw. We are going to have to be stubborn today
Hancock the Superb
Reactions:
Posts: 1436
Joined: Thu Aug 21, 2008 9:06 am

Re:Sounds?

Post by Hancock the Superb »

What do you mean by audio channels. I'm not very smart in that subject.
Hancock the Superb
ironsight
Reactions:
Posts: 504
Joined: Mon Sep 01, 2008 9:27 pm

Re:Sounds?

Post by ironsight »

Hancock,
true stereo has two distinct audio channels recorded with two left 'n right microphones of which are played back with two sets of wires driving two speakers, a left speaker and a right speaker. Going further now, state of the art audio presently can have up to 8 separate distinct channels albeit their typically mult-plexed on only a few wires and have to be de-multiplexed by decoder circuitry in order to drive 8 speakers. The eight channels sometimes referred to as 7.1 where the .1 is the subwoofer and its audio stream can be derived by a low freuency pass filter which is fed from the other channels:
7.1 system:
Front speaker typically for voice
Sub woofer
Front left and Front right speakers
Side left and Side right speakers
Rear left and Rear right speakers
More popular today are 5.1 channel audio systems which are the same as above except minus the two side speakers.

Some audio boxes can half arse emulate multichannel from two stereo channels by clever complex electrical re-phasing and filtering of audio signals such as Sony's Surround, Logitech matrix, Dolby Pro-logic, etc.
But true multi-channel audio has to be initially recorded by multi microphones.
Ever wonder why the audio sounds so great at movie theaters?
Last edited by ironsight on Wed Nov 12, 2008 10:02 pm, edited 1 time in total.
Jim
Reactions:
Posts: 1082
Joined: Tue Nov 27, 2007 8:53 am

Re:Sounds?

Post by Jim »

The engine as it sits right now has your generic stereo. There are reported extensions to DirectX that would allow 5.1 sound. That is not a priority and is most likely to end up either in a major patch or in the next game. We have a lot of work yet to do just to get the basic game running up to our standards in single and multiplayer modes.
"My God, if we've not got a cool brain and a big one too, to manage this affair, the nation is ruined forever." Unknown private, 14th Vermont, 2 July 1863
Post Reply