[crossfire] ingame music

Mark Wedel mwedel at sonic.net
Thu Jun 2 23:20:27 CDT 2005


Andrew Fuchs wrote:
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      On 6/2/05, Mark Wedel <
      
      mwedel at sonic.net
      
      > wrote:
     
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       The obvious question for this is how to handle it.
     
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       Would it be sufficient to have map wide values of 'music' to play, such that
     
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     we just need to add a value to the map header?  Or do people see the need/desire
     
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     that they may want different music depending where on the map they are?
     
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       I'd separate this discussion from that of background or other noises, of which
     
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     those should be tied to objects.  But something like this music wouldn't seem to
     
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     be tied to any specific object.
     
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      Yes, having the value in the map header is mainly what is needed,
     
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      though hijacking the lighting code would be the way to go for
     
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      connecting it to specific objects.
     
     
  Perhaps, but not positive if that will work.  Lighting is just a single value. 
  If you try to hijack that code for music, you will get cases of two sources 
overlapping, so that single value doesn't work - you then need to store both 
sources or figure out which is louder or something.

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      There is also the posibility of adding fields to triger sounds when
     
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      items are applied (not hard coded like the current system).
     
     
  Yes, and that is on the TODO list.  But that is seperate from music, because 
those are mostly going to be things that get played as direct result of actions 
and not persist in the background for ever (although there are perhaps some 
sounds that should).


    
    


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