[CF-Devel] Re: [Freeciv-Dev] FreeCiv sounds

Michael Toennies michael.toennies at nord-com.net
Mon Jan 29 01:44:28 CST 2001


Hm, i know that some of you never even started the dx client,
but you really should do it. No one said you must play it,
but perhaps you will find some interesting.

Because i have do some hard work to the sound interface on client side
inclusive many new sounds.

So, walking around with dxclient in CF with sounds gives you a real new game
feeling.

I had new sounds for handles and a row of spell sounds included. Also a
system
of how many and which sounds should be repeat and so on.

I had announced the sound interface some times and asked also for spell
sounds, but i got more
and more the feeling most of my work get ignored because i develop for
windows.

I mean, the dx client has now more than 50 sounds.
You got sound effects when you get drained or depleted, even when you
wear/unwear a item
which changes states. Warning for food. Dynamic hp lose "ouch" sounds = more
hp lose =
harder sounds = you got hit hard.
Dynamic food steps, looping background sound, give me a server command for
it...

Spell sounds for many different spells, etc, etc, etc.

I put most "weapon" sounds to a "deep" sound, which you can hear longer and
don't start to
go after 5 minutes on your nerves, etc.

Well, look by yourself.

>
     
       Seems like this pops up periodically.
     
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       While any new sounds are cool, I'm not sure if gunfire is going
     
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      to do much good
     
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      for us.
     
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       In fact, there already is gunfire sounds with crossfire which
     
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      are used for the
     
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      magic bullet spells.
     
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       The general problem with combat spells is the frequency of which
     
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      they might be
     
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      used.  most reasonably characters get 10-30 attacks per real time
     
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      second.  The
     
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      sounds get repetitive pretty quickly.
     
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       Sound for melee combat also get tricky.  You basically have 9
     
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      potential sounds
     
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      for attacks.  The attacker could either be using a flesh (hands)
     
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      weapon, wooden,
     
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      or metal.  Likewise, the defender may have any of those three things.
     
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       Having metal clanking would be a bit odd of the character is attacking an
     
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      unarmored foe with a club for example.
     
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       That said, where I would like to conentrate sounds for:
     
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       1) spell sounds - they are not cast quite as often, plus the
     
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      information can
     
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      actually be useful (if you are hearing lightning bolts, you have
     
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      some idea what
     
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      may be upcoming.  This doesn't work for melee sounds very well, because
     
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      creatures will not attack anything unless its next to them, but
     
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      they will often
     
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      fire spells.  Also, many sounds are duplicated for many spells -
     
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      would be nicer
     
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      for more unique sounds (102 sounds apparantly use the magic sound effect).
     
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       2) Effect sounds.  We're still missing a good sound for the
     
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      opening/closing of
     
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      gates and grates.  The sound for handles right now is a bit iffy
     
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      (the boink
     
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      sound).  The player is killed sound often is not played, because
     
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      it is too long
     
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      and fails a test in the code (same is true for players joining).
     
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      The gong is
     
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      probably as good as any in terms of player dead sounds.
     
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      3) Background sounds - while less important, some water sounds
     
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      could be useful
     
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      for both rivers and fountains (which may help players know there
     
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      is a fountain
     
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      in a dungeon for example).
     
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       At some point, how sounds are played needs to be redone.  But I
     
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      think the above
     
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      might at least be a decent shopping list for what sounds to look
     
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      out for.  But
     
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      one thing is that the sound really needs to be distinct.  Some
     
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      sounds are such
     
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      that when mixed with other sounds, it almost more sounds like
     
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      static or non
     
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      distinctive to what it really is for.
     
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