The sound engine
countbasie
Join Date: 2008-12-27 Member: 65884Members
I'm not a programmer, but I have the feeling, that the sounds are actually reflected by the environment. So instead of have mappers setting values for each room to vary the delay and reverb, it is real-time rendered in ns2? Is that true? May that be the reason for sound loops not to stop (reflecting all over every corner way to strong) and the room-filling bitesound of the skulk?
I'm just wondering if this is very hardware-eating or not. Well, r-stats shows more memory to be in use for sounds than for textures.
I never recognized a sound like that in a game. You know, in racing games for example, it is easy to define tunnels by turning effects on while the car is in it. But in NS2 the differences in reverb are really subtle. Just try running around rockdown with a biting skulk, it's awesome.
Maybe someone around here knows what I mean and how they program it - and how it is usually programmed; I never heard something like that in a source game for example.
I'm just wondering if this is very hardware-eating or not. Well, r-stats shows more memory to be in use for sounds than for textures.
I never recognized a sound like that in a game. You know, in racing games for example, it is easy to define tunnels by turning effects on while the car is in it. But in NS2 the differences in reverb are really subtle. Just try running around rockdown with a biting skulk, it's awesome.
Maybe someone around here knows what I mean and how they program it - and how it is usually programmed; I never heard something like that in a source game for example.
Comments
the sounds dont actualy bounce off from the map geometry (they do get absorbed about 50% tho), we have to manualy set reverb spheres for each room, and depending on what preset the sphere u are in changes the reverb type applyed to the sounds.
the doubling up of sounds is a client server issue
and the rifle loop not stopping when it should is a bug with its code, somtimes it dosnt recive a "stop sound" msg.
well then you use quite impressive effect units. really good sound. but the idea was not too stupid, hum? ;)
I'm dreaming of engines using real sound reflections. And matters made of real particles instead of meshes with textures over it. Maybe this will be possible with 30-core, or even quantum-cpus.
<a href="http://www.youtube.com/watch?v=V6dGU6DSCQY" target="_blank">http://www.youtube.com/watch?v=V6dGU6DSCQY</a>
And now imagine that together with a whole level made of this...
<a href="http://www.youtube.com/watch?v=xcdKHA6f7qM" target="_blank">http://www.youtube.com/watch?v=xcdKHA6f7qM</a>
You can forget about red faction! It's nothing compared to an earth simulator 2.0 ;)
And now imagine that together with a whole level made of this...
<a href="http://www.youtube.com/watch?v=xcdKHA6f7qM" target="_blank">http://www.youtube.com/watch?v=xcdKHA6f7qM</a>
You can forget about red faction! It's nothing compared to an earth simulator 2.0 ;)<!--QuoteEnd--></div><!--QuoteEEnd-->
That was insane. All the poor bunnies though D:
finally some guys who understand, why i like this demo so much. usually people say "oh, yeah...well.."
for me those things are little revolutions.
PhysX compared to Lagoa is not worth mentioning.