3D ambient sounds played from objects
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Exonar
- Posts: 83
- Joined: 2009-12-23 00:53
3D ambient sounds played from objects
Seeing as objects like the main base rally points and commander's stations can be spawned before the game and have sounds playing, I do not see why this isn't possible. I'm not saying have a 5 minute long ambient sound playing over and over, I mean randomized and less that often played sounds.
Think of it this way, you have an invisible object up in whatever amount of trees to play birdchirp.ogg in 1-2 minute randomized intervals audible for 30 meters.
Some examples:
-Birds in trees randomly chirping. Ex: exotic birds on barracuda, owls on silent eagle.
-Dogs barking from inside houses that triggered when players are near like the birds that scatter.
-Women and children crying in randomized houses on urban maps. Hey, war isn't happy.
-Offmap wolf howls audible for 500 meters played every 40 minutes. This would be bone-chillingly awesome on Forrest maps.
-Televisions and radios heard from inside homes.
-Rocks crumbling inside and around Taliban caves.
-Garbage piles playing a buzzing flies sound instead of the entire environment ambience changing. This could probably loop.
-Offmap thunder audible throughout the map. Good for distant storms because they actually sound like they are in a certain direction. Think Silent Eagle.
-Narrow passages having wind whistle and howl on windy maps such as silent eagle
-Propaganda played from mosque minarets audible for 500 meters playing every 15 minutes.
I'm not saying this should completely replace the current environment sound method, but rather work alongside it. Having the sound change from windy desert city to just flies by walking over garbage being a prime example of the current system with it's hands full.
The memory required to store a handful of 5-10 second sounds is minimal, as is the time to code such things as far as I know. Yet the impact this will have on immersion will be huge and it could bring life to PR's beautiful maps.
I understand that the DEV's have bigger things on their plates so this is just merely a suggestion.
Think of it this way, you have an invisible object up in whatever amount of trees to play birdchirp.ogg in 1-2 minute randomized intervals audible for 30 meters.
Some examples:
-Birds in trees randomly chirping. Ex: exotic birds on barracuda, owls on silent eagle.
-Dogs barking from inside houses that triggered when players are near like the birds that scatter.
-Women and children crying in randomized houses on urban maps. Hey, war isn't happy.
-Offmap wolf howls audible for 500 meters played every 40 minutes. This would be bone-chillingly awesome on Forrest maps.
-Televisions and radios heard from inside homes.
-Rocks crumbling inside and around Taliban caves.
-Garbage piles playing a buzzing flies sound instead of the entire environment ambience changing. This could probably loop.
-Offmap thunder audible throughout the map. Good for distant storms because they actually sound like they are in a certain direction. Think Silent Eagle.
-Narrow passages having wind whistle and howl on windy maps such as silent eagle
-Propaganda played from mosque minarets audible for 500 meters playing every 15 minutes.
I'm not saying this should completely replace the current environment sound method, but rather work alongside it. Having the sound change from windy desert city to just flies by walking over garbage being a prime example of the current system with it's hands full.
The memory required to store a handful of 5-10 second sounds is minimal, as is the time to code such things as far as I know. Yet the impact this will have on immersion will be huge and it could bring life to PR's beautiful maps.
I understand that the DEV's have bigger things on their plates so this is just merely a suggestion.

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PatrickLA_CA
- Posts: 2243
- Joined: 2009-07-14 09:31
Re: 3D ambient sounds played from objects
Good Idea, It will improve the feeling of the real thing
In-game: Cobra-PR
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AnThRaX-NL
- Posts: 78
- Joined: 2008-08-20 20:11
Re: 3D ambient sounds played from objects
Sounds like a pretty nice addition!
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-.-Maverick-.-
- Posts: 361
- Joined: 2009-06-07 17:14
Re: 3D ambient sounds played from objects
Hmmm, not sure its possible, but if it is, I'll take any additional sound effects I can so I like this idea.

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Exonar
- Posts: 83
- Joined: 2009-12-23 00:53
Re: 3D ambient sounds played from objects
I'm almost positive that it's possible. The only thing I'm unsure about is the delay between sounds and placement.

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Tarranauha200
- Posts: 1166
- Joined: 2010-08-28 20:57
Re: 3D ambient sounds played from objects
Civilians crying...civi bots...
This idea of 3d sounds is great. Would work very nice whit enviorement sounds.
This idea of 3d sounds is great. Would work very nice whit enviorement sounds.
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Exonar
- Posts: 83
- Joined: 2009-12-23 00:53
Re: 3D ambient sounds played from objects
Tarranauha200 wrote:Civilians crying...civi bots...
This idea of 3d sounds is great. Would work very nice whit enviorement sounds.
I don't think the civi bots would work. But it would sure be hilarious to have unarmed bots programed to run from everything.

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Johncro
- Posts: 1146
- Joined: 2009-06-11 20:50
Re: 3D ambient sounds played from objects
its already (somewhat in the game)
if you go to a mosque you can hear, allah ackbar,
I dunno if its just me but i think in the past I've heard dogs
if you go to a mosque you can hear, allah ackbar,
I dunno if its just me but i think in the past I've heard dogs
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Exonar
- Posts: 83
- Joined: 2009-12-23 00:53
Re: 3D ambient sounds played from objects
Yes, but it's being played as an environment ambient sound, it's not 3D. Even worse yet it's in stereo so you've got "allah ackbar" in your left ear no matter what direction you're looking.Johncro wrote:its already (somewhat in the game)
if you go to a mosque you can hear, allah ackbar,
I dunno if its just me but i think in the past I've heard dogs
Also
Lol @ Google targeted ads.

Last edited by Exonar on 2010-09-21 18:32, edited 2 times in total.

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Haji with a Handgun
- Posts: 443
- Joined: 2010-05-09 06:18
Re: 3D ambient sounds played from objects
This would be pretty awesome for immersion. +1
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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: 3D ambient sounds played from objects
This is needed indeed. More sounds= more feeling.

Orgies beat masturbation hands down. - Staker
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Johncro
- Posts: 1146
- Joined: 2009-06-11 20:50
Re: 3D ambient sounds played from objects
Don't get me wrong. I like this suggestion but its always good to find some proof... sorta?
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sylent/shooter
- Posts: 1963
- Joined: 2009-04-10 18:48
Re: 3D ambient sounds played from objects
I'm wondering how much impact on performance this will have.... I mean... the people playing can't be expected to upgrade computers just to play with some more immersion. Good idea none the less
Killing the enemy sylently
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Johncro
- Posts: 1146
- Joined: 2009-06-11 20:50
Re: 3D ambient sounds played from objects
Agreed,sylent/shooter wrote:I'm wondering how much impact on performance this will have.... I mean... the people playing can't be expected to upgrade computers just to play with some more immersion. Good idea none the less
Maybe have different levels of sound quality?
Like for Low have minimal sounds
Med. More sounds, just not high quality
and High... Best quality
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Total_Overkill
- Posts: 144
- Joined: 2007-07-24 19:26
Re: 3D ambient sounds played from objects
... non-stop gunfire, explosions, and engine noise dont seem to make **** rigs cry, neither shall a couple chirping birdssylent/shooter wrote:I'm wondering how much impact on performance this will have.... I mean... the people playing can't be expected to upgrade computers just to play with some more immersion. Good idea none the less
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Vision_16
- Posts: 210
- Joined: 2009-05-10 13:03
Re: 3D ambient sounds played from objects
I'd love to have some Islamic prayer songs being sung throughout Insurgent maps...A good example of this is in Black Hawk Down when the Islamic "priest" sang prayer...It can be heard throughout the city but in PR, I would think it might be pretty loud near mosques, but fade out alot as you get farther away.

|TG| MagnumPI : "Well that was a fun march of pwnage."
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: 3D ambient sounds played from objects
Then Low = less distractionsJohncro wrote:Agreed,
Maybe have different levels of sound quality?
Like for Low have minimal sounds
Med. More sounds, just not high quality
and High... Best quality
Perhaps server load.Total_Overkill wrote:... non-stop gunfire, explosions, and engine noise dont seem to make **** rigs cry, neither shall a couple chirping birds![]()
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Johncro
- Posts: 1146
- Joined: 2009-06-11 20:50
Re: 3D ambient sounds played from objects
Point.goguapsy wrote:Then Low = less distractions![]()
But trust me I played on PR on low settings for about 1 year... I missed on lots, Flares, flames, sparks.
I will still completely into the game, distractions and all... but if we could figure out a way to tweak it so it could be perfect on low, Im all ears
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=Romagnolo=
- Posts: 4765
- Joined: 2006-12-29 14:52
Re: 3D ambient sounds played from objects
all your sound suggestions are great, they surely would add an extra feeling in the battlefield.
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
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theflidgeface
- Posts: 273
- Joined: 2008-12-18 05:09
Re: 3D ambient sounds played from objects
Exactly what i was going to say=Romagnolo= wrote:all your sound suggestions are great, they surely would add an extra feeling in the battlefield.
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