Sounds and Sound Engine Update Questions

Developer discussion of experimental fixes, changes, and improvements.

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Do you have the background music on or off while playing the game?

Poll ended at Thu Oct 18, 2007 9:08 am

On
7
47%
Off
4
27%
50/50 - I like to hear the music a little bit when playing
4
27%
 
Total votes : 15

Sounds and Sound Engine Update Questions

Postby cvtrig » Thu Oct 11, 2007 9:08 am

First off I'd like to say that Nex is pretty rockin, my coworkers and I play it everyday after work to let off steam.

I'd like to get more involved with it where possible, my expertise lies in sound recording, sound generation, and programming for some of it as well as knowledge of surround sound for gaming cards in Direct X and OpenAL for Mac, still working on my Linux knowledge as I work in an engineering environment already at my job doing software and hardware development. I do the testing actually but have learned how to do coding as well. But I'm mostly about sound and re-creation of sound through synthesis and sample playback.

For the life of me I can not remember or find the link to the wiki for this site. I distinctly remember there being a mention of a need for some effort to be put into the sound engine.

To get started for me I'd be interested to know what the priorities were for getting an improved sound engine running, ambient sound playback or things like sound effects, "the guy behind you or around the corner or down the hall.

Not sure if anyone here knows this but Vista is using OpenAL for it's surround sound decoding for games, which is the same thing that is used for OS X. EAX is I believe essentially dead. This is good for Nex since it's framework is portable between OS's. Of course work for DirectSound will still need to be done to support XP though. So I'm curious about the where the direction of the devleopment of the sound enginei is headed and what needs to be done for the next milestone.

I've also already offered my assistance to helping Toddd with new sounds as I've got access to real software and hardware gear for recording and mixing audio, My first order of business will be the shotgun, but as I've asked Toddd, what other sound effects need sprucing up that I could possibly help with.

I look forward to what this thread may bring.

Thanks,

cvtrig
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Postby Psychcf » Thu Oct 11, 2007 11:56 am

Tchr is a big sound guy, I believe he made ether a few or most of the sound effects in the game. (I forgot which)

I'd say work on the sound engine would be great. I'm a web developer so I don't know this for sure but I believe in linux you would just use ALSA or OSS (OSS is older but good for legacy sound cards). I should probably know this because I myself use linux 95% of the time :oops:

This would benifit darkplaces upstream as well, and all the other games downstream of that. Sound engine improvements would be awesome, I can't wait to see what you can do.
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Postby ai » Fri Oct 12, 2007 5:26 am

I thought tChr only made those mortar sounds (which got implemented around 2.2, 2.3), and those sounds aren't in my ears complete yet as distance is not a factor here (they sound like hollow forks :D)
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Postby Psychcf » Fri Oct 12, 2007 12:49 pm

ai wrote:I thought tChr only made those mortar sounds (which got implemented around 2.2, 2.3), and those sounds aren't in my ears complete yet as distance is not a factor here (they sound like hollow forks :D)


I know he did the grenade sounds, and I figured he did some others as well, or maybe I'm just crazy so...
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