Steiner14 Posted August 30, 2005 Share Posted August 30, 2005 Originally posted by Tarkus: Speaking of sound, I think an interesting issue would be to try to reproduce the way sounds transform with distance. For example, if you are listening to a fire fight from a distance, gun shots do not sounds as crisp as up close on the firing range.I second that. It could be done by using a simple lowpass-filter, with cutoff-frequency set by unit's distance to the camera. 0 Quote Link to comment Share on other sites More sharing options...
Dr.Love Posted August 30, 2005 Share Posted August 30, 2005 Originally posted by juan_gigante: "A dingo ate my Bren team!" & "Throw a Sherman on the barbie." How do we eat while our tank are burning? The blime has come! A tracks a track, it belonged to them and now it's a snack! 0 Quote Link to comment Share on other sites More sharing options...
PseudoSimonds Posted August 30, 2005 Share Posted August 30, 2005 Let me get this straight. You want the speed of sounds from hundreds of units to be calculated in real time as you swoop over the battle and jump from unit to unit. Not to mention that you already have a god-like view of the battle, so I have no idea why god-like hearing would be so upsetting. 0 Quote Link to comment Share on other sites More sharing options...
Brent Pollock Posted August 30, 2005 Share Posted August 30, 2005 ...unless we get a Commissar rule Originally posted by JonS: [snipped] There isn't an awful lot of firing going on during the orders phase, now is there 0 Quote Link to comment Share on other sites More sharing options...
Tarkus Posted August 30, 2005 Share Posted August 30, 2005 Originally posted by PseudoSimonds: Let me get this straight. You want the speed of sounds from hundreds of units to be calculated in real time as you swoop over the battle and jump from unit to unit. Not to mention that you already have a god-like view of the battle, so I have no idea why god-like hearing would be so upsetting. If you're talking about CMx1, then I suppose you are right, but we don't know yet what will be the exact proprotion of divine knowledge in the next generation. Might as well discuss sound as part of the equation, no ? With that said, I honestly confess I don't know how this can be done technically, to say nothing of the kind of work involved. Cheers 0 Quote Link to comment Share on other sites More sharing options...
Scipio Posted August 30, 2005 Share Posted August 30, 2005 Speaking of sound, speed of sound would be nice, but I guess we need to be able to switch between realistc and light speed. Originally posted by Tarkus: ...For example, if you are listening to a fire fight from a distance, gun shots do not sounds as crisp as up close on the firing range. ... some sort of doppler effect would be quite impressive too. Arty shells roaring over head or bullet buzzing past your ear...I second that. Would be BTW also nice if you can hear the Off-Map artillery fireing from some distance, too 0 Quote Link to comment Share on other sites More sharing options...
flamingknives Posted August 30, 2005 Share Posted August 30, 2005 Originally posted by PseudoSimonds: Let me get this straight. You want the speed of sounds from hundreds of units to be calculated in real time as you swoop over the battle and jump from unit to unit. Not to mention that you already have a god-like view of the battle, so I have no idea why god-like hearing would be so upsetting. Sound volume is already reduced with distance, why not add a delay as well? OK, I'm in danger of going into "I know nothing about this but I'm going to comment as if my posts were ex cathedra" territory. But it would be a good feature. Would be BTW also nice if you can hear the Off-Map artillery fireing from some distance, too Already in CMX1, if you listen for it. 0 Quote Link to comment Share on other sites More sharing options...
PseudoSimonds Posted August 30, 2005 Share Posted August 30, 2005 Originally posted by flamingknives: </font><blockquote>quote:</font><hr />Originally posted by PseudoSimonds: Let me get this straight. You want the speed of sounds from hundreds of units to be calculated in real time as you swoop over the battle and jump from unit to unit. Not to mention that you already have a god-like view of the battle, so I have no idea why god-like hearing would be so upsetting. Sound volume is already reduced with distance, why not add a delay as well? OK, I'm in danger of going into "I know nothing about this but I'm going to comment as if my posts were ex cathedra" territory. But it would be a good feature. </font> 0 Quote Link to comment Share on other sites More sharing options...
Scipio Posted August 30, 2005 Share Posted August 30, 2005 Originally posted by flamingknives: </font><blockquote>quote:</font><hr />Would be BTW also nice if you can hear the Off-Map artillery fireing from some distance, too Already in CMX1, if you listen for it. </font> 0 Quote Link to comment Share on other sites More sharing options...
dalem Posted August 30, 2005 Share Posted August 30, 2005 I wouldn't mind more variety in the background sound environment myself. Are you a lone patrol far forward? A piece of a larger engagement with battle equal to yours raging just off screen? Are there radio squawks going on when you click on your HQ units, or just dead air? -dale 0 Quote Link to comment Share on other sites More sharing options...
flamingknives Posted August 30, 2005 Share Posted August 30, 2005 Originally posted by Scipio: </font><blockquote>quote:</font><hr />Originally posted by flamingknives: </font><blockquote>quote:</font><hr />Would be BTW also nice if you can hear the Off-Map artillery fireing from some distance, too Already in CMX1, if you listen for it. </font> 0 Quote Link to comment Share on other sites More sharing options...
Scipio Posted August 30, 2005 Share Posted August 30, 2005 Originally posted by flamingknives: Yup, you're missing something.I don't. I have checked again, with ambient sound turned off. Nothing to hear before the *sssst-boom*. 0 Quote Link to comment Share on other sites More sharing options...
norvandave Posted August 30, 2005 Share Posted August 30, 2005 For North Africa scenarios, an African swallow. 0 Quote Link to comment Share on other sites More sharing options...
flamingknives Posted August 31, 2005 Share Posted August 31, 2005 Originally posted by Scipio: </font><blockquote>quote:</font><hr />Originally posted by flamingknives: Yup, you're missing something.I don't. I have checked again, with ambient sound turned off. Nothing to hear before the *sssst-boom*. </font> 0 Quote Link to comment Share on other sites More sharing options...
Scipio Posted August 31, 2005 Share Posted August 31, 2005 Originally posted by flamingknives: </font><blockquote>quote:</font><hr />Originally posted by Scipio: </font><blockquote>quote:</font><hr />Originally posted by flamingknives: Yup, you're missing something.I don't. I have checked again, with ambient sound turned off. Nothing to hear before the *sssst-boom*. </font> 0 Quote Link to comment Share on other sites More sharing options...
flamingknives Posted September 1, 2005 Share Posted September 1, 2005 Mine are certainly the clean ones. 0 Quote Link to comment Share on other sites More sharing options...
J Ruddy Posted September 1, 2005 Share Posted September 1, 2005 I agree that an echo or delay is a nice to have feature but.. the first release will be space lobsters and in space no one can hear you scream... btw... in CMAK where are the French Canadians? Maudis Tabernaque! 0 Quote Link to comment Share on other sites More sharing options...
J Ruddy Posted September 1, 2005 Share Posted September 1, 2005 Someone please tell me they are putting in a freeking volume control! When I am Voip'd to my opponant and can't make him any louder and can't make the game quieter (without moving away from the battlefield or muting the game) it sure makes conversation frustrating... Give me sliders or give me death! Master --------O-- Ambient ---O-------- Game Sounds --------O--- Music O----------- Space Lobsters ----------O- ? 0 Quote Link to comment Share on other sites More sharing options...
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