Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Chalenge on May 08, 2013, 08:48:45 AM

Title: Ground Texture Ambient Sound
Post by: Chalenge on May 08, 2013, 08:48:45 AM
Along the lines of:

http://bbs.hitechcreations.com/smf/index.php/topic,348272.msg4600782.html#msg4600782

I would like to see terrain tiles include things like an ambient level of audio that changes according to events. In the case posted above the action of rearming would play an audio file that a user could chose, or assign according to his tastes, or as the terrain builder envisions as a default. If the rearm pad is destroyed, then the audio would switch to a fire sound.

Terrain near a spawn point might have the sound of frogs near water, crickets in a meadow, waves near the coast, and so on.

I'm not sure if it could be done, but it would be nice also if canyons and enclosed valleys could have an acoustic effect similar to echo, or compression/rarefactions to confuse directivity.
Title: Re: Ground Texture Ambient Sound
Post by: Zacherof on May 08, 2013, 10:24:59 AM
I like that. +1.  :aok
Title: Re: Ground Texture Ambient Sound
Post by: manglex1 on May 08, 2013, 10:34:19 AM
It would be nice to see this. +1
Title: Re: Ground Texture Ambient Sound
Post by: Devonai on May 08, 2013, 10:38:25 AM
I'm all for it, there are many games in which the ambient sounds are a big part of the overall experience.  The STALKER trilogy comes to mind in particular.

Also, I live two miles from the fire department here in town, and they have a bona fide surplus air raid siren that they use to alert us of fires and bad weather.  I think that vehicle spawns should have their own air raid siren sound, adjusted for the distance, that changes back to the default sound once you get close enough to the enemy town or airfield.  It sounds more like this at my house:

http://www.youtube.com/watch?v=PP61LI41mgs
Title: Re: Ground Texture Ambient Sound
Post by: guncrasher on May 08, 2013, 01:14:12 PM
you forget that with engine running you wont hear any ambient sounds. or at least you shouldn't.


semp
Title: Re: Ground Texture Ambient Sound
Post by: Mano on May 08, 2013, 02:35:22 PM
+ 1.  :aok


When Dr7 and Rondar are camping the spawn: Dogs Barking

 :D :D
Title: Re: Ground Texture Ambient Sound
Post by: Chalenge on May 08, 2013, 04:21:14 PM
you forget that with engine running you wont hear any ambient sounds. or at least you shouldn't.

Common courtesy is that you shut down while rearming. In fact it should be a rule of the rearm pad.
Title: Re: Ground Texture Ambient Sound
Post by: Bruv119 on May 08, 2013, 04:49:14 PM
can we have some birds tweeting in the trees when the base falls quiet?

so that when we are resting we can appreciate the peace and tranquility and ponder on what we are fighting for when mother nature is at her true best.
Title: Re: Ground Texture Ambient Sound
Post by: Babalonian on May 08, 2013, 05:38:25 PM
I prefer my sheep being quiet.  :aok

(+1)
Title: Re: Ground Texture Ambient Sound
Post by: Chalenge on May 08, 2013, 10:24:04 PM
can we have some birds tweeting in the trees when the base falls quiet?

so that when we are resting we can appreciate the peace and tranquility and ponder on what we are fighting for when mother nature is at her true best.

Obviously, anyone untrained in audio might have missed the fact that vehicles interacting with terrain make different sounds when it is on beach sand, gravel, road bed, grass, or concrete (just to pick a few). I would expect that untrained people might miss that.

I know, however, that HTC has trained professionals working for them that would never make the mistake Bruv just did.
Title: Re: Ground Texture Ambient Sound
Post by: Mano on May 09, 2013, 07:43:36 PM
I already posted a thumbs up.
I really like your idea. There is no limit to the different ambient sounds that could
be used in every terrain and every area.

Very cool idea indeed. I hope HTC likes the idea. It would add allot to the game.

 :aok :aok :aok
Title: Re: Ground Texture Ambient Sound
Post by: Mitsu on May 09, 2013, 10:21:10 PM
can we have some birds tweeting in the trees when the base falls quiet?

so that when we are resting we can appreciate the peace and tranquility and ponder on what we are fighting for when mother nature is at her true best.

listening the radio in tower. :D
Title: Re: Ground Texture Ambient Sound
Post by: kappa on May 10, 2013, 03:45:57 AM
This is a silly idea.. No need for HTC to spend resource time making something that no one will enjoy.. We would rather they spend their time on updates and new planes... Can't hear birds and frogs at 30k anyway..

Chalenge.. you fail to make a valid argument for this wish.. its going no where..

-1
Title: Re: Ground Texture Ambient Sound
Post by: guncrasher on May 10, 2013, 03:48:48 AM
was thinking about a way around.  what if there is a sound that plays when the engine is off?  that will satisfy challenge and maybe not be too much trouble as the sound will be provided by challange :).


semp
Title: Re: Ground Texture Ambient Sound
Post by: lyric1 on May 10, 2013, 03:56:34 AM
can we have some birds tweeting in the trees when the base falls quiet?


African swallow or European?
Title: Re: Ground Texture Ambient Sound
Post by: Fish42 on May 10, 2013, 04:55:37 AM
African swallow or European?
(http://d3gqasl9vmjfd8.cloudfront.net/935b5c44-8a2c-4700-8405-7845dc762207.png)
Title: Re: Ground Texture Ambient Sound
Post by: Chalenge 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.
Title: Re: Ground Texture Ambient Sound
Post by: gyrene81 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.
Title: Re: Ground Texture Ambient Sound
Post by: guncrasher 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
Title: Re: Ground Texture Ambient Sound
Post by: Mister Fork 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!
Title: Re: Ground Texture Ambient Sound
Post by: Mano on May 10, 2013, 01:14:51 PM
 Agree

Best idea in a long time.

I hope HTC picks it up. Total immersion
Title: Re: Ground Texture Ambient Sound
Post by: jimson 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.
Title: Re: Ground Texture Ambient Sound
Post by: Arlo 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.  :)
Title: Re: Ground Texture Ambient Sound
Post by: wardog19 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
Title: Re: Ground Texture Ambient Sound
Post by: BluBerry on May 13, 2013, 11:14:21 AM
+1
fantastic idea
Title: Re: Ground Texture Ambient Sound
Post by: guncrasher 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
Title: Re: Ground Texture Ambient Sound
Post by: pensley on May 21, 2013, 10:02:56 PM
Excellent idea. All for it. +1
Title: Re: Ground Texture Ambient Sound
Post by: Mano on May 21, 2013, 10:59:41 PM
I like it.
I want to vote again.

+10 :aok


 :D
Title: Re: Ground Texture Ambient Sound
Post by: DubiousKB 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:

-KB
Title: Re: Ground Texture Ambient Sound
Post by: Lab Rat 3947 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:

Title: Re: Ground Texture Ambient Sound
Post by: gyrene81 on May 25, 2013, 09:13:49 PM
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:
do you leave the engine running while you're on the pad? with the engine running the ground crew would bang on the fuselage to get you're attention, then use hand signals.
Title: Re: Ground Texture Ambient Sound
Post by: Lab Rat 3947 on May 25, 2013, 10:11:17 PM
Good point.
Most of the time I do turn the engine off but not always.


LtngRydr
Title: Re: Ground Texture Ambient Sound
Post by: gyrene81 on May 25, 2013, 10:36:54 PM
then again, the chief mechanic could jump on the wing tap you on the head then yell in your ear..."ALL DONE SIR!!!"