Question About Atmosphere

Grimm_SpectorGrimm_Spector Join Date: 2002-11-01 Member: 3309Members, Constellation
<div class="IPBDescription">it's a sound</div> is the sound sounds\ambient\atmospheric played automatically in maps? I don't think it is because I've only really noticed it in ns_bast.

if it's not, what would be a good sound level for it to be setup at? I'd obviously want to stick it in a wall, and set it to fire randomly.

Comments

  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    edited April 2003
    Atmospheric would be the sound from atmospheric processing in bast...
    sounds <i>are</i> the key to atmosphere/ambience/whatever you want to call it. Tweak it until it sounds perfect is all the advice i can give.

    [edited for clarity]
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    edited April 2003
    It's not automatically played in maps. You would have to use a target_mp3 entity to play it in your map, ala atmospheric processing in ns_bast as TRQ mentioned.

    The only sounds that are automatically played (unless you have music turned off) are mp3s in the ns/music folder.
  • Grimm_SpectorGrimm_Spector Join Date: 2002-11-01 Member: 3309Members, Constellation
    edited April 2003
    <!--QuoteBegin--The Real Quasar+Apr 11 2003, 05:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Real Quasar @ Apr 11 2003, 05:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Atmospheric would be the sound from atmospheric processing in bast...
    I don't remember it, but sounds <i>are</i> the key to atmosphere/ambience/whatever you call it. Tweak it until it sounds perfect is all the advice i can give. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    actually, you're completely wrong, I hear it in the upper levels of bast, and it's in sounds\ambience\ and is atmospheric.mp3
    read the post.

    Relic25 I was just asking if it's actually in other maps because I haven't noticed it, and I don't see it in a directory called ns_bast in the sounds tree.

    I take this as "it's not in the engine" so I have to put it in a map if I want it. Thank you.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    There are NO atmospheric sounds built in the engine. If you make a map without sounds, it will be soundless. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    This gives a mapper normal mapping chances instead of having a atmo-sound already. That would be quiet dumb actually. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Grimm_SpectorGrimm_Spector Join Date: 2002-11-01 Member: 3309Members, Constellation
    that's what I'm saying, so nothing plays except the usual theme tracks from \music
    thank you...
    but no one suggested volume levels or anything for me <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • gagglegaggle Join Date: 2002-12-11 Member: 10568Members
    It can be a little intimidating to post when you're telling people they're completly wrong?

    The many sound-files available are not neccessairly all at the same volume, so individual tweaking per sound-effect is generally required. Plus there's decay in the volume the further away you are, so there's at least a couple of variables that plays in. I too suggest you just set it to something, go in and mock around, and determine if it needs further tweaking. Rinse repeat until you hit perfection. Getting the right kind of ambient feel going in a level can be pretty damn cool, just keep it low and, well, uh, ambient <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> There's at least one particular level, I forget which one, that has ambient noise in an area that's so loud it drowns out the voice-chatting. "what's that commander?, say again.. no, say again!, aliens?, aliens wh.. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--><!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--><!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> -> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> .. ah.." <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    how do i turn the ingame music off?
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    edited April 2003
    <!--QuoteBegin--Grimm Spector+Apr 11 2003, 05:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grimm Spector @ Apr 11 2003, 05:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--The Real Quasar+Apr 11 2003, 05:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Real Quasar @ Apr 11 2003, 05:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Atmospheric would be the sound from atmospheric processing in bast...
    I don't remember it, but sounds <i>are</i> the key to atmosphere/ambience/whatever you call it. Tweak it until it sounds perfect is all the advice i can give. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    actually, you're completely wrong, I hear it in the upper levels of bast, and it's in sounds\ambience\ and is atmospheric.mp3
    read the post.

    Relic25 I was just asking if it's actually in other maps because I haven't noticed it, and I don't see it in a directory called ns_bast in the sounds tree.

    I take this as "it's not in the engine" so I have to put it in a map if I want it. Thank you. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Why don't you read Quasar's post? He wasn't saying where the atmopsheric.mp3 was in the file system, he was making a completely valid statement about the nature of sound in maps.

    As for the sound level, why don't you experiment yourself and see what works best?
  • Grimm_SpectorGrimm_Spector Join Date: 2002-11-01 Member: 3309Members, Constellation
    I DON'T CARE ABOUT THE SOUND FILE TREE! I KNOW ABOUT HOW SOUNDS IN MAPS GO INTO THE TREE! ATMOSPHERIC.MP3 IS NOT WHERE HE SAYS! AND IT HAS NOTHING TO DO WITH BAST I HAVE HEARD IT ON OTHER MAPS! I WANT TO KNOW IF THIS IS THE ENGINE (NS!!!!) OR IF MAPPERS HAVE DONE THIS THEMSELVES SO I KNOW WHILE MAKING THIS MAP I'M WORKING ON! AND I AM ASKING FOR A SUGGESTION ON A VOLUME LEVEL SINCE THAT'S WHAT THIS FORUM IS FOR!!!

    NOW THAT IT'S IN REALLY BIG LETTERS DOES EVERYONE UNDERSTAND?! READ ALL OF WHAT I TYPE, RATHER THAN THE READ FIRST COUPLE WORDS AND ASSUME!!! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Fact is: there ARE sounds that are played in an 'empty' map. I am not sure, but I believe those misc sound files 'resource_idle1-3' are randomly played with fade in and fade out to create the effect of aliens walking through nearby vents... huh scaaaaary...
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    edited April 2003
    Dude, chill. Your questions have been answered already, except for the one regarding how loud the sound should be. I imagine the reason why you don't have an answer to this yet is a) because noone knows, and b) because you can test it yourself in a matter of moments.

    If you MUST have an answer, then consider that setting the volume to 255 is the loudest setting, and so depending on how you are going to implement it into your map you can judge how loud you want it from that. If you want it to be blatent and loud, set it to 255 - if you want it to be more subtle, set it to something lower like 128. It's really quite simple.

    If you are still not satisfied with this answer, then set it to 160 and be at peace. If, when you play your map, it's too loud, then make it quieter.

    The problem is that your question is not really one we can answer, since we don't know what you're trying to achieve in your map, so it's your decision, not ours (and it's oh so easy to test instead of getting worked up and talking in big letters).


    Incidently, what Quasar was saying was not that the file was in "atmosphere/ambience/whatever" but was merely stating that sound is a valuable asset to atmosphere in maps. Which is true. (Admittedly the context of the sentence was rather misleading if not read properly, but that's why it's sometimes useful to re-read things, especially if someone's told you that you read it wrong <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->)
  • Grimm_SpectorGrimm_Spector Join Date: 2002-11-01 Member: 3309Members, Constellation
    <!--QuoteBegin--Merkaba+Apr 12 2003, 03:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Merkaba @ Apr 12 2003, 03:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Dude, chill. Your questions have been answered already, except for the one regarding how loud the sound should be. I imagine the reason why you don't have an answer to this yet is a) because noone knows, and b) because you can test it yourself in a matter of moments.

    If you MUST have an answer, then consider that setting the volume to 255 is the loudest setting, and so depending on how you are going to implement it into your map you can judge how loud you want it from that. If you want it to be blatent and loud, set it to 255 - if you want it to be more subtle, set it to something lower like 128. It's really quite simple.

    If you are still not satisfied with this answer, then set it to 160 and be at peace. If, when you play your map, it's too loud, then make it quieter.

    The problem is that your question is not really one we can answer, since we don't know what you're trying to achieve in your map, so it's your decision, not ours (and it's oh so easy to test instead of getting worked up and talking in big letters).


    Incidently, what Quasar was saying was not that the file was in "atmosphere/ambience/whatever" but was merely stating that sound is a valuable asset to atmosphere in maps. Which is true. (Admittedly the context of the sentence was rather misleading if not read properly, but that's why it's sometimes useful to re-read things, especially if someone's told you that you read it wrong <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    sorry stressful day, but the original question was not answered, and that question was is atmospheric.mp3 played by the engine or used by mappers?
    someone indicated it was from bast, that is wrong, someone said something else in passing that was irrelevant. therefore the question was not answered. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    edited April 2003
    Relic25 said quite clearly that atmospheric.mp3 is NOT played by default (and he is the creator of ns_bast, so I think he knows <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->) and that mappers have to put it into the maps themselves <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> The only sounds the game plays by itself are those which emenate from marine/alien buildings and the game music (in the folder /ns/music/).

    All your questions have been answered, really, just in a rather confusing manner.

    BTW I used atmospheric.mp3 in Hera as well. It's not <i>specifically</i> used in ns_bast, hence why its not in its own /ns_bast/ folder.
  • Grimm_SpectorGrimm_Spector Join Date: 2002-11-01 Member: 3309Members, Constellation
    <!--QuoteBegin--Merkaba+Apr 12 2003, 10:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Merkaba @ Apr 12 2003, 10:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Relic25 said quite clearly that atmospheric.mp3 is NOT played by default (and he is the creator of ns_bast, so I think he knows <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->) and that mappers have to put it into the maps themselves <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> The only sounds the game plays by itself are those which emenate from marine/alien buildings and the game music (in the folder /ns/music/).

    All your questions have been answered, really, just in a rather confusing manner.

    BTW I used atmospheric.mp3 in Hera as well. It's not <i>specifically</i> used in ns_bast, hence why its not in its own /ns_bast/ folder. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    well if he did, I didn't notice, but atmospheric is played in a whole bunch of maps, and I hear it in other places than atmospheric processing on bast, like I've been hearing it on nothing, eclipse, and another one, I forget which. So Relic, you put an ambient_generic in to do the sound?
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Sorry if i confused anyone with my post, i think i was gonna type something else originally but then changed my mind and forgot to delete "i dont remember it". I shall edit the post.
    I must have been drinking that night...
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    edited April 2003
    It seems to me that you have a pretty hard time reading other people's posts as well <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> You've been told which entity to use, but I'll clarify.

    What you want is a target_mp3audio entity. I'll assume you want it to be looping.

    Put it down at the point where you want the sound to originate from, edit its properties and enter sound/ambience/atmospheric.mp3 into the Sound attribute.

    Set the volume to whatever, 255 should be fine as you'll only hear it at full volume when standing right by the entity anyway (I just remembered that).

    Set the fade distance to how far away you want to have to be from the entity before you cna't hear it.

    Now, check the 'Looping' and 'Start on' flags. And you're set.
  • Grimm_SpectorGrimm_Spector Join Date: 2002-11-01 Member: 3309Members, Constellation
    <!--QuoteBegin--Merkaba+Apr 12 2003, 11:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Merkaba @ Apr 12 2003, 11:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It seems to me that you have a pretty hard time reading other people's posts as well <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> You've been told which entity to use, but I'll clarify.

    What you want is a target_mp3audio entity. I'll assume you want it to be looping.

    Put it down at the point where you want the sound to originate from, edit its properties and enter sound/ambience/atmospheric.mp3 into the Sound attribute.

    Set the volume to whatever, 255 should be fine as you'll only hear it at full volume when standing right by the entity anyway (I just remembered that).

    Set the fade distance to how far away you want to have to be from the entity before you cna't hear it.

    Now, check the 'Looping' and 'Start on' flags. And you're set. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    thank you, if I missed it, I apologize, the last few days have really sucked and I've probably been skimming posts, I really can't remember much of the last couple days... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
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