3D ambient sounds played from objects
Posted: 2010-09-21 16:54
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.
