3D ambient sounds played from objects

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Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: 3D ambient sounds played from objects

Post by Dev1200 »

-.-Maverick-.- wrote:Hmmm, not sure its possible, but if it is, I'll take any additional sound effects I can so I like this idea.
what do you think rally points and firebase sounds are from ? ^_^
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Exonar
Posts: 83
Joined: 2009-12-23 00:53

Re: 3D ambient sounds played from objects

Post by Exonar »

Johncro wrote:Don't get me wrong. I like this suggestion but its always good to find some proof... sorta?
-Burning vehicles already on maps
-That leaky pipe on Muttrah near mosque
-Waterfalls
-....
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

It shouldn't be harsh at all. What we would have would be a single object that is invisible (imagine an invisible 1 x 1 centemeter cube) with a few lines of code saying, "play this, 'blah.ogg', every 20-30 minutes and randomize it". I don't know python but this sort of thing, no matter what language, will definitely be minuscule. The sounds also won't be taking up too much space like I mentioned in the original post.

Now I don't know who's hands this falls into, probably mappers, but once their made they could be easily placeable. The possibilities are endless.

It's the little things like this that count =]


PS: some more examples:
- Bullfrogs in swamps (CRAauu!, "The fck was that?")
- Distant, distant shelling. Something you can't mistake for in-game though.
- Cicadas.
- A REAL church bell in Silent Eagle!
- Cautionary talk in both English and Arabic from US bases telling people to clear the streets? Not sure if this happens irl.
- Offmap Foghorns and ship horn blasts.
- Crickets
Last edited by Exonar on 2010-09-22 20:38, edited 2 times in total.
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CommunistComma
Posts: 377
Joined: 2009-12-28 21:52

Re: 3D ambient sounds played from objects

Post by CommunistComma »

That would be cool. Pr's already a resource hog. This shouldnt add to much. Each of those files, being maybe 10 seconds MAX in length would only take up a few kilobytes.
It's a good idea

Listen to Exonar. He know's what he's talking about.
Dulce et decorum est pro patria mori
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rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: 3D ambient sounds played from objects

Post by rampo »

This is the kind of suggestions i really like, simple and easy to make :)
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CommunistComma
Posts: 377
Joined: 2009-12-28 21:52

Re: 3D ambient sounds played from objects

Post by CommunistComma »

liek dis:
Wasteland Ambiance at Fallout 3 Nexus - Fallout 3 mods and community
I'm pretty sure the files in that pack are all basic WMP or whatever, and the concept's the same.
Dulce et decorum est pro patria mori
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Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: 3D ambient sounds played from objects

Post by Spec »

I think one problem might be called "networkable objects", or rather, the limited number of those that can exist.

Though if sound-creating objects do not count as that sort of thing, I'm all for it.
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Exonar
Posts: 83
Joined: 2009-12-23 00:53

Re: 3D ambient sounds played from objects

Post by Exonar »

Any DEVs out there know if this is possible?
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Human_001
Posts: 357
Joined: 2008-08-02 10:26

Re: 3D ambient sounds played from objects

Post by Human_001 »

If we are going to have ambient sound for Russian main base radio, TV, etc I recommend song Den Pobedy.

YouTube - Den' Pobedy

Seems like its sang today and one of favorite.
YouTube - ??? ???????- ???? ??????, Lev Leshenko Den Pobedi 2008
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