|
View:
New views
6 Messages
—
Rating Filter:
Alert me
|
|
|
Broad soundscapes - repostApologies - forgot to send as plain text! So here is my post again: -------------------------------------- Confused beginner! I have got myself involved with a small independent MMO since I am a professional composer and was for 30 years a sound engineer - though on TV and film, not games stuff We are rebuilding the sound and I want to get the broad panoramic sound I am used to from the film world, allowing for 3d positioning and moving smoothly from one environment into another. My question is: How do I put together the sound elements so that a player will be able to wander round the massive world, from forest to lake, mountain side to desert, in such a way that it is seamless? As a player moves towards a different environment, they need to be able to hear "where" it is in the 3d sound field and it slowly raise in volume till they enter. Then the background sound should level out till they leave again. Obviously the reverse would then happen to the old sound. I have started by putting together layers of sounds for each environment (just as a way of organising my old analogue brain) . I am putting together a nominal "left" and "right" leg for each layer, since openAL cannot handle stereo tracks in 3d (pity). Layer 1 - very broad, unspecific, looped buzz track Layer 2 - day and night variations, busier and less busy (randomly selected) loops. Layer 3 - weather - wind, rain (on leaves for forest, for instance) All these are split into two files - I would have produced these in stereo or 4 channel in other circumstances. There are other layers for music and spots - though since they are one offs and not looped, they are the easy bit! Any help or guidance would be gratefully appreciated. The development team is missing anyone experienced in developing sound in this way and there is one heck of a lot of guess work going on! We have good coders though, so it is how we do this not what the actual code is they need to know. I just know there is going to be a standard, accepted way of doing this which you are all going to tell me - I just don't know what it is! Then I can run off and give them lots of gorgeous tracks to play with! Thanks in advance Joss _______________________________________________ Openal-devel mailing list Openal-devel@... http://opensource.creative.com/mailman/listinfo/openal-devel |
|
|
Re: Broad soundscapes - repostOn Monday 10 November 2008 06:15:33 am Joss Sanglier wrote:
> My question is: > > How do I put together the sound elements so that a player will be able > to wander round the massive world, from forest to lake, mountain side to > desert, in such a way that it is seamless? > > As a player moves towards a different environment, they need to be able > to hear "where" it is in the 3d sound field and it slowly raise in > volume till they enter. Then the background sound should level out till > they leave again. Obviously the reverse would then happen to the old sound. Hi Joss. I'm a bit tired and about to be getting to bed, so I apologize in advance if I completely miss your question, or give lack-luster advice. However, it seems you're asking how to get ambient area sounds to "fade" as you move between areas, preferably with 3d positional cues. I'd probably try something natural.. seperate the individual mono sounds and place them in the 3d world, and let them play together to create a multi-channel ambience in real-time. Scatter cricket sounds around that play/loop at night (quieting down and stopping them as day approaches), place "wind-through-leaves" sounds near trees thar'll play randomly/when the wind blows, etc. Also eneabling a slight reverb to those sounds may help. Then not only will these effects seemlessly and naturally pick up and rolloff as the player moves around, they'll also pan around as the player turns, and take advantage of the number of output channels being used, giving a more immersive feel as the sounds will be part of the virtual world and not just "background tracks". Hope that's helpful. :) - Chris _______________________________________________ Openal-devel mailing list Openal-devel@... http://opensource.creative.com/mailman/listinfo/openal-devel |
|
|
|
|
|
|
|
|
|
|
|
Re: Broad soundscapes - repost
Chris Robinson wrote:
On Tuesday 11 November 2008 03:05:18 am you wrote: Just based on the name, it sounds like Creative's ISACT (a sound design tool for OpenAL). I've only seen a passing demo of it at GDC, so I don't personally know much about it beyond that, but it looked pretty cool when I saw it. I believe you need to be a registered Creative developer to get it. I don't see a mention of it on the new web site, though, so I'm not entirely sure if it's still available. --"J" _______________________________________________ Openal-devel mailing list Openal-devel@... http://opensource.creative.com/mailman/listinfo/openal-devel |
| Free embeddable forum powered by Nabble | Forum Help |