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attaching sound to character #16311
08/25/03 12:48
08/25/03 12:48
Joined: Aug 2003
Posts: 50
Norway
anime Offline OP
Junior Member
anime  Offline OP
Junior Member

Joined: Aug 2003
Posts: 50
Norway


Hello. I am working on a project where aound is an essential part. I have a composer involved and she has a list of wishes for what she wants to achieve.
Can any of you tell me if any/all of her wishes are possible with c scripting and if possible.. how to achieve it.

My greatest regards to you. I will mention you in the Thank You list when the project is finished.(Game art room installation).
Here come her wishes:

(a) When one of your objects moves, the sound moves with it.
(b) To play stereo sounds when the user enters a certain zone in the
landscape.
(c) To add sound effects such as reverb, delays, pitch shifts and EQ
in realtime. The effects are added in appropriate interactive
situations - e.g. when the user goes inside one of the objects.
(d) attach a mono or STEREO sound to the inside of an object, or
different sides of an object (i.e. more than one sound to a single
visual object).
(e) to cross fade from a mono to a stereo sound *or change the width
of a stereo image* as you approach an object (IMPORTANT)

(e) if the computer / sound card has 5.1 or multi.channel output to be
able to spatialise the sound in front and behind the listener as
appropriate. That applies to mono and stereo sounds, and sound-width
image changes and will be very good when we use projectors and
loudspeakers.


Re: attaching sound to character [Re: anime] #16312
08/25/03 21:17
08/25/03 21:17
Joined: Jun 2002
Posts: 3,682
Coppell, Texas
Ran Man Offline
Expert
Ran Man  Offline
Expert

Joined: Jun 2002
Posts: 3,682
Coppell, Texas
Quote:

(a) When one of your objects moves, the sound moves with it.


Assuming you are using "camera", then ent_playsound or ent_playloop should work. See manual...
Code:
 ent_playsound (entity, sound, var volume);
ent_playloop (entity, sound, var volume);

Quote:

(b) To play stereo sounds when the user enters a certain zone in the
landscape.


See manual regarding media_play and media_loop... You would have to play the sounds, depending on the position of the player... Code:
 media_play(string, bmap, var volume)
media_loop(string, bmap, var volume)

Quote:

(c) To add sound effects such as reverb, delays, pitch shifts and EQ
in realtime. The effects are added in appropriate interactive
situations - e.g. when the user goes inside one of the objects.


See manual regarding media_tune Code:
 media_tune(var handle,var volume,var rate,var balance)

Quote:

(e) to cross fade from a mono to a stereo sound *or change the width
of a stereo image* as you approach an object (IMPORTANT)



Hmmnnn change the stereo pitch? How about snd_play or snd_loop??? see manual... Code:
 snd_PLAY (sound, var volume, var balance);

This only works with .wav files
Quote:

(e) if the computer / sound card has 5.1 or multi.channel output to be
able to spatialise the sound in front and behind the listener as
appropriate. That applies to mono and stereo sounds, and sound-width
image changes and will be very good when we use projectors and
loudspeakers.



Fade from front to back speakers??? I don't think this is possible...


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