Unofficial Quake Engine - Forums
Home       Members    Calendar    Who's On
Welcome Guest ( Login | Register )
        



Music and SFX Wishes... Expand / Collapse
Author
Message
Posted Wednesday, November 22, 2006 6:41:04 PM
Junior Member

Junior MemberJunior MemberJunior MemberJunior MemberJunior MemberJunior MemberJunior MemberJunior Member

Group: Forum Members
Last Login: Saturday, November 25, 2006 6:45:37 AM
Posts: 11, Visits: 61
Here's 2 features that would be great if UQE supported it:

Dynamic Music:
Nothing too fancy, but being able to start, stop, fade in/out and between different tracks via some sort of ingame trigger would be awesome and help me a lot when I start concentrating on RH's music.

Better Sound Effect Support:
Currently the amount of available sound effects is hard coded into the progs.dat, making using more SFX more trouble than it should be. There should be a universal ambient sound entity that:
- Can play any looping or non-looping sound effect (Of the correct file type) that is located with in the proper file directory, without the need for creating new code for each sound effect.
- Be either triggered or set to play automatically.
- Has a settable interval between sound playback as well as the option for a random delay added onto the interval.
- Have a settable range and decay field which controls how far the sound will be audible, and how fast it decays the closer/farther away the player is.

The last one may be more of a problem with the progs.dat, than something that can be solved via UQE, but It's something that's been bothering me for a long time.
Post #271
Posted Thursday, November 23, 2006 9:12:28 AM


Supreme Being

Supreme BeingSupreme BeingSupreme BeingSupreme BeingSupreme BeingSupreme BeingSupreme BeingSupreme Being

Group: Administrators
Last Login: Yesterday @ 9:06:34 AM
Posts: 163, Visits: 451
Hey Razumen,

I'll take a look at them.. Ive been looking at sometime see how possible it might be to replace the dated Hexen2 soubd system with OpenAL maybe.

I think theres more possibilities with it, one of them is access to EAX, which would be a great addition.

The how and when is the main issue.

I'll take a look at how the progs and engine handles adding sound fx..

Post #274
« Prev Topic | Next Topic »


Reading This Topic Expand / Collapse
Active Users: 0 (0 guests, 0 members, 0 anonymous members)
No members currently viewing this topic.
Forum Moderators: Korax

Permissions Expand / Collapse

All times are GMT +2:00, Time now is 10:48pm

Powered by InstantForum.NET v4.1.4 © 2008
Execution: 0.078. 10 queries. Compression Disabled.