Author Topic: Ground Texture Ambient Sound  (Read 1428 times)

Offline Fish42

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Re: Ground Texture Ambient Sound
« Reply #15 on: May 10, 2013, 04:55:37 AM »

Offline Chalenge

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Re: Ground Texture Ambient Sound
« Reply #16 on: May 10, 2013, 05:01:15 AM »
kappa is clueless when it comes to this wish, but also he really wants a wall of text, so here goes. I would have thought better of mitsu. hehe

HTC is getting ready, or is wanting to be adding infantry forces into the game. I know most people don't put much thought into this, but there is an issue with the way Windows games uses sounds and Doppler effects that limits the sounds we already have in the game in their effectiveness. You cannot hear an airplane beyond about 3.2k for instance, where in real life you can hear aircraft much further. However, that is not what motivated this request.

Infantry of the first world war would completely understand. Any soldier that fought in Guadalcanal, Iwo, (etc.) would also. Whenever there is a heavy vehicle, or a firm mounting of a weapon system, or deep water Naval gun or shore battery, there is a coupling between terrain and artillery. This is true for tanks also, but not so much for vehicles with rubberized tires. You see, the way the physics plays out with sound is that sound waves move through denser materials at a higher rate of speed than waves do through air. So, if a gun battery was firing on an airfield, or town, then the first warning in that town would arrive through the terrain. The same goes for artillery fire, or tank fire. It's also true of lighter weapons, but the range is significantly reduced and the advantage is defeated by bullets that travel faster than the speed of sound anyway.

This becomes really important to ground combatants, because your senses are very important and most of them have been removed in a video game (see kappa's post for instance, or Fish42's  :rolleyes: ). Ground troops would know about approaching forces, as would vehicles, because of the way sound interacts with ground features. Obviously, if you have your head stuck in a video game all the time you might forget how sounds occur in reality. In all this time I have never heard of anyone complaining that the Mach signature (supersonic shockwave propagation) for shells is missing in the game.

I finally completed my sounds and once I saw how well it fills in the missing pieces it really brought out the fact that so much more is missing. Since, you could not make the leap of where this request is going then you certainly will not make the leap on the rest, which I leave to HTC.

I do not believe that this type of sound could be setup without coupling to terrain, and that's why I went with the idea of ground texture ambient sounds.
« Last Edit: May 10, 2013, 05:03:43 AM by Chalenge »
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Offline gyrene81

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Re: Ground Texture Ambient Sound
« Reply #17 on: May 10, 2013, 08:57:57 AM »
what would the overhead be on the terrain files themselves if attached? if the sounds are embedded in the terrain, figure an 8bit sound less than 1kb in size using a loop command, it would have to either be constant or rely on an event trigger. or would they have to be incorporated in the main game files then randomly triggered across the terrain as you travel? would they be constant background noise muted to the point where it would not be heard until local engine sound is off or triggered by events, like on paddock, engine off, delay trigger sound?

the sounds associated with rearming, or getting resupplied on the battlefield would be interesting, so would differences in vehicle interaction with different terrain surfaces (assuming it's possible considering the way maps are made). oddly enough, in a combat zone the wildlife tends to go silent and disappear when the guns start going off, and i believe the premise of ah is a combat zone...maybe the birds and crickets would be chirping back at the hq before the bombers come in and blow everything up.
jarhed  
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Offline guncrasher

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Re: Ground Texture Ambient Sound
« Reply #18 on: May 10, 2013, 11:41:28 AM »
challenge there is one difference between the game and let's say guadalcanal.  the game doesnt have terrain or as a matter of fact sound waves either.


semp
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Offline Mister Fork

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Re: Ground Texture Ambient Sound
« Reply #19 on: May 10, 2013, 11:58:57 AM »
That is a brilliant idea - ambient.mp3 sound - you could also maybe have:
TOWER.MP3 - typical tower noises - background pilot-to-airfield chatter and other talk
AIRFIELD.MP3 - jeeps honking, other people talking, other aircraft in the background
CARRIER.MP3 - almost the same as tower but you would hear carrier control room sounds, and the ship engine rumble
OCLUB.MP3 - piano music in the background, guys singing chatting, girls laughing
SHIP.MP3 - if you're in a gunner position, hear the engine rumble, people walking on the deck
AMBIENT.MP3 - crickets, stream running in the background, birds chirping
OCEAN.MP3 - you hear waves on the beach sound
WATER.MP3 - gentle ocean noises

BEST IDEA THIS YEAR Chalenge!  +1 billion!
"Games are meant to be fun and fair but fighting a war is neither." - HiTech

Offline Mano

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Re: Ground Texture Ambient Sound
« Reply #20 on: May 10, 2013, 01:14:51 PM »
 Agree

Best idea in a long time.

I hope HTC picks it up. Total immersion
Everything is funny as long as it is happening to somebody else.
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Offline jimson

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Re: Ground Texture Ambient Sound
« Reply #21 on: May 10, 2013, 11:47:01 PM »
I had a terrain with storm clouds and fog rolling through. Some thunder audio would have been cool.

Offline Arlo

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Re: Ground Texture Ambient Sound
« Reply #22 on: May 11, 2013, 12:12:07 AM »
That is a brilliant idea - ambient.mp3 sound - you could also maybe have:
TOWER.MP3 - typical tower noises - background pilot-to-airfield chatter and other talk
AIRFIELD.MP3 - jeeps honking, other people talking, other aircraft in the background
CARRIER.MP3 - almost the same as tower but you would hear carrier control room sounds, and the ship engine rumble
OCLUB.MP3 - piano music in the background, guys singing chatting, girls laughing
SHIP.MP3 - if you're in a gunner position, hear the engine rumble, people walking on the deck
AMBIENT.MP3 - crickets, stream running in the background, birds chirping
OCEAN.MP3 - you hear waves on the beach sound
WATER.MP3 - gentle ocean noises

BEST IDEA THIS YEAR Chalenge!  +1 billion!

TOWN.MP3 - "Hey, Joe ..... c'mere. I've got somethng you may be interested in. Look at her, isn't she a beauty?" (Sheep goes bahhhhh)

All kidding aside, I could go for this, if it doesn't slow down the game any or isn't a PITA to implement. Otherwise, I'd lean more toward updating all textures at this time.  :)
« Last Edit: May 11, 2013, 12:14:09 AM by Arlo »

Offline wardog19

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Re: Ground Texture Ambient Sound
« Reply #23 on: May 11, 2013, 07:17:19 AM »
challenge there is one difference between the game and let's say guadalcanal.  the game doesnt have terrain or as a matter of fact sound waves either.
semp

semp there is one difference between the game and let's say  this being an intelligent statement.

Terrain and sound files in game;yet no terrain or sound in game? Thanks for pointing out that glitch.  :aok

Offline BluBerry

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Re: Ground Texture Ambient Sound
« Reply #24 on: May 13, 2013, 11:14:21 AM »
+1
fantastic idea

Offline guncrasher

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Re: Ground Texture Ambient Sound
« Reply #25 on: May 13, 2013, 11:42:42 AM »
semp there is one difference between the game and let's say  this being an intelligent statement.

Terrain and sound files in game;yet no terrain or sound in game? Thanks for pointing out that glitch.  :aok

perhaps you should take some time and read what I was replying to.



semp
you dont want me to ho, dont point your plane at me.

Offline pensley

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Re: Ground Texture Ambient Sound
« Reply #26 on: May 21, 2013, 10:02:56 PM »
Excellent idea. All for it. +1
I'd rather be flying!

Offline Mano

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Re: Ground Texture Ambient Sound
« Reply #27 on: May 21, 2013, 10:59:41 PM »
I like it.
I want to vote again.

+10 :aok


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Everything is funny as long as it is happening to somebody else.
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Offline DubiousKB

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Re: Ground Texture Ambient Sound
« Reply #28 on: May 22, 2013, 02:28:44 PM »
+1 Certainly add a significant amount of depth and realism to the game.

But at what cost?  Do on the deck furballs suddenly look like 7-11 crappy 2fps security cameras becuase the "sounds" cause additional stress on either server or local hardware?

HTC has ALOT of variables to look at with this one. Probably be easier putting spawnable subs/destroyers into code..... :banana:

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56th Fighter Group -  Jug Life

Offline Lab Rat 3947

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Re: Ground Texture Ambient Sound
« Reply #29 on: May 25, 2013, 08:48:44 PM »
Quote
TOWER.MP3 - typical tower noises - background pilot-to-airfield chatter and other talk
AIRFIELD.MP3 - jeeps honking, other people talking, other aircraft in the background
CARRIER.MP3 - almost the same as tower but you would hear carrier control room sounds, and the ship engine rumble
OCLUB.MP3 - piano music in the background, guys singing chatting, girls laughing
SHIP.MP3 - if you're in a gunner position, hear the engine rumble, people walking on the deck
AMBIENT.MP3 - crickets, stream running in the background, birds chirping
OCEAN.MP3 - you hear waves on the beach sound
WATER.MP3 - gentle ocean noises

REARMPAD.MP3 - sounds of rearming, ground chief yelling "finished" or "you're good to go" etc. at the end of the rearm.

+1


LtngRydr    :old:

LtngRydr
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80th FS "Headhunters"