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Fixture

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  1. Pak40- I understand that the velocity of the round has nothing to do with the delay in sound. When i refer to v (as in velocity), I am referring to the speed of sound. (343 m/s, depending on air temp, pressure, etc., etc.) My mention of the modeling of the velocity of a given round was, as Brian said, an illustration of how the engine already processes similar equations. I apologize for any misunderstanding. Fixture {edit for clarity} [ 10-03-2001: Message edited by: Fixture ]
  2. Ahh yes, I didn't think about that, Michael. That would be a little intensive, but computers get more powerful every day. And doesn't the game calculate volume as related to distance, and re-calculates when you move your POV? Isn't this largely the same animal as a delay function, There are certainly a finite number of sounds in any one turn, and the equation is very simple for determining delay. How hard would it be to calculate t=v/d for fewer than 25 sounds at any given moment? Fixture
  3. It doesn't seem like a particularly difficult thing to implement. The velocity of shot from guns is already calculated and displayed visually. I am by no means a programmer, so I can't say how difficult it would be. Slapdragon- why would you need a fancy-schmancy five speaker system and all sorts of sound mod whiz-bang stuff? It seems like standard desktop speakers could replicate sound delay adequetly. Now what would be REALLY neat, and much harder to implement, would be some kind of TRUE doppler program that both accounts for distance from sound source in respect to delay, but also in respect to the actual sound. A rifle heard from five feet away sounds much different from a rifle heard from 1000 yards, and I'm not just talking volume. Some of the high frequencies are washed out by distance, leaving a much "duller" sound. Some sound mods for the game already do this for infantry weapons, and it sounds cool, even though they are simply .wav files. The engine already calculates volume, right? Do the game designers ever check this board? fixture
  4. ....which means I'm probably not the first to think of it. When you are watching the action, why not make all sounds reach your point of view with the same delay experienced in real life? For instance, if one were standing next to an 88, and it fires on a target 1000m away, the sound of the round impacting should reach you 4.21 seconds after the 88 fired, or 2.92 seconds after the round impacted downrange. These results obtained using 343 m/s as the speed of sound and 773 m/s as the velocity of an 88. As one can see, the sound delay even for the typically short ranges in CMBO would be significant. This is not really a gameplay issue, but more of a "hey, that's neat!" type of addition. Ignore me like a redheaded stepchild if someone has already suggested this. fixture P.S. Yes, I realize that this board will be flooded with "Sound bug in CM" threads if this were implemented.
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