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Adding ambient sounds
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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Wed Sep 28, 2011 9:53 pm    Post subject:  Adding ambient sounds Reply with quote  Mark this post and the followings unread

This might be common knowledge, but I found an interesting way to add ambient sound effects to buildings. In my example I added some eerie ambient sound effects to randomly play around the crashed Scrin ship. Example code:

Code:

; Crashed Scrin ship
[UFO]
...
ActiveAnim=UFO_A
ActiveAnimTwo=UFO_B
ActiveAnimThree=UFO_C
ActiveAnimFour=UFO_D

; Random sound effect 1
[UFO_A]
Image=NULL
Normalized=no
LoopStart=0
LoopEnd=9
LoopCount=-1
Rate=150
Surface=yes
NewTheater=no
RandomLoopDelay=250,1000
Report=SCRIN_HAUNT1
DetailLevel=0

; Random sound effect 2
[UFO_B]
Image=NULL
Normalized=no
LoopStart=0
LoopEnd=9
LoopCount=-1
Rate=150
Surface=yes
NewTheater=no
RandomLoopDelay=400,800
Report=SCRIN_HAUNT2
DetailLevel=0

; Random sound effect 3
[UFO_C]
Image=NULL
Normalized=no
LoopStart=0
LoopEnd=9
LoopCount=-1
Rate=150
Surface=yes
NewTheater=no
RandomLoopDelay=200,1900
Report=SCRIN_HAUNT3
DetailLevel=0

; Random sound effect 4
[UFO_D]
Image=NULL
Normalized=no
LoopStart=0
LoopEnd=9
LoopCount=-1
Rate=150
Surface=yes
NewTheater=no
RandomLoopDelay=2000,2250
Report=SCRIN_HAUNT4
DetailLevel=0



In this example 4 different ambient sound effects get randomly played around the ship. The RandomLoopDelay key controls how often each sound gets played. Eg. RandomLoopDelay=2000,2250 means that there is always a long break between the sound playing, but also little randomization since the two values are so close to each other. While RandomLoopDelay=250,1000 plays more often, but also plays more randomly since the two values are further away from each other. Report key naturally holds whatever sound effect you want to be played.

One thing this logic could be used is to give each building in the base a random ambient sound. Like maybe the repair bay plays a mechanical sound of something being repaired, or the Temple of Nod broadcasts different propaganda messages to Nod forces. Come to think of it, add in some debris logic animations and you could make nearby units heal every time a propaganda message is broadcast. Think Kane's Wrath had similar structure, Statue of Kane or something. Anyway, let's not go offtopic here Laughing

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Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Wed Sep 28, 2011 10:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bloody Hell, can you get a degree in Medicine so we can use your out of the box thinking to better mankind? You could probably cure cancer with a band-aid or some shit. You're like the freaking MacGyver of the TS engine!

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Thu Sep 29, 2011 2:41 am    Post subject: Reply with quote  Mark this post and the followings unread

This kind of method has been used before for production animations for War Factories, this way you can have a door opening sound.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 29, 2011 7:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Too bad that the TS engine has big problems with playing several sounds at the same time.
I fear these additional sounds will be cut off in the middle when an explosion is shown or a weapon is fired and also vice versa cut off other sounds.

But none the less a good effect.

RandomLoopDelay is also a good way to create natural effects like dustdevils, tumbleweeds, rain etc and make them appear randomly.

btw, do you've created a null.shp with several blank frames?

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