Preston Crow wrote: > [I have no clue how sound is implemented now, so my comments may be > somewhat ignorant.] right now, its basically that sprinkled through the server are things like 'playe_sound...'. The sound they play is basically hardcoded to certain events, like pulling of levers, buttons, going through trap doors, eating poison, etc. For spells, when one is cast, it basically says 'play spell sound xxx'. > > > This indicates that sound activations should definitely be part of the > arches. That way a map maker can turn off sounds for machinery that the > player isn't supposed to know about, such as grates that roll boulders to > generate random actions depending on which button they land on. > > Volume could be a factor of distance. > > Of course, as you point out, this gives the player more information, so it > is something map designers need to think about carefully. Well, in the sound command send to the player, on offset to the player is sent (eg, -4, -2). Thus, the client can adjust volume, as well as adjust the balance for two speakers (if something is just to the left of hte player, only play on the left channel for example)). I suppose if someone wanted to get adventurous, they could put support into the client for full surround sound also. But yes, I think sound should be part of the object. A simple implimentation should just have one sound/object, and a flag which says when to play that sound (eg, when player applies it, etc). A more complex method is what I described briefly before - ability to add repeating sounds (so something like a fountain constantly makes noise), ability for objects to have multiple sounds (if applied, play this, if dropped, play this, constantly play this, etc). However, this is near the bottom of my list of things to do. So unless someone else does it, not likely to happen anytime soon. You are right in that it would give out more information. I'm not sure how big a deal this really is - I know when discussion about increasing the size of the window the player sees was discussed, there was some concern about the extra information it gives out (what might have been a gate connected to a lever that were too far apart to both be seen might now be visible to the player. Or you could have cases where player could now easily see the other side of the room and try to make more clever decisions, etc). I think its pretty unlikely that a player hearing an event they didn't hear before isn't likely to significantly change any maps. The most likely case I'd see is where you have cases of objects like gates/buttons used for effects the player shouldn't really notice. As an aside, since the server sends instructions to the client like 'play sound X, offset x,y', the client could certainly be made to display that in an 'intelligent' fashion even if the player doesn't want audio effects. Eg, something like 'you hear a grate to the north' or the like. > > --PC > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel