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IDProjectCategoryView StatusDate SubmittedLast Update
0002368VCMISound, music, videospublic2016-01-08 11:312018-01-27 16:13
ReporterSXX 
Assigned ToSXX 
PrioritynormalSeverityfeatureReproducibilityN/A
StatusresolvedResolutionfixed 
PlatformOSOS Version
Product Version0.98f 
Target VersionFixed in Version1.next 
Summary0002368: Missing feature - environment sounds
DescriptionSome objects in game must have background sounds that played when your hero stand next to them. Volume is depend on distance from them. I'll try to make a lists of these sound effects there.

Max distance is 3 tiles. Less distance is higher volume:
3 3 3 3 3 3 3
3 2 2 2 2 2 3
3 2 1 1 1 2 3
3 2 1 S 1 2 3
3 2 1 1 1 2 3
3 2 2 2 2 2 3
3 3 3 3 3 3 3
S - Sound source. It's size can be even 8x8 but sound always distribute to 3 tiles around it.

Important:
 - Not sure there is any limit of number of different simultaneous sounds.
 - Multiple tiles with same sound don't make volume higher.
 - There also special surf sound 3 tiles from shoreline.
 - When you're on water away from shoreline there is no background sounds. Same for land
Additional InformationMost of objects does have background sound so it's easier to list one that don't have it:
- Non-active objects (rocks, trees, etc).
- - Exceptions: Volcano's from lava terrain
- All monsters, heroes (include prison), towns.
- Pickables except Campfire
- Quest objects: Border Gate, Keymaster Tents, Seer's Hut, Spridion of Seer
- Hut of Magi, Eye of Magi
- All cartographers
- Some of rewardable objects don't have sounds:
- - Idol of fortune
- - Library of enlightenment
- - Tree of knowledge
- - Witch Hut
- - Oasis
- - Lean to
- - Corpse
- One of creature banks: Pyramid
- All water objects.
- - Exceptions: Whirlpool, sirens, buoy
- Other map objects:
- - Events, Signs, Warriors Tomb, Lighthouse, Magic well, Redwood, Freelancer's guild, Cover of darkness, Altar of Sacrifice

Notes about special terrain:
 - Only two have sound: Magin plains and Cursed ground
 - If multiple magical terrains is on top of each other only top terrain sound play. If top one don't have background sound then there is no sound.
 - If two terrains only partially cover each other and you stay on then you may hear both sounds.
TagsNo tags attached.
Attached Files? file icon SXX_Sound_effects_v1.h3m [^] (45,267 bytes) 2016-01-08 15:03
wav file icon levels-backgroundsounds.wav [^] (2,492,790 bytes) 2016-01-08 15:32

- Relationships
related to 0001630resolvedSXX some sound effects are missing 

-  Notes
(0006261)
SXX (administrator)
2016-01-08 15:08

Also I suppose this also available in H3 configs, but anyway here is few notes about objects that do have sounds:
- All dwellings have sounds. There also standard sword collision sound that used by default.
- Almost sure that all mines include abandoned one have unique sound.
- Teleports have different sounds depend on type:
 - - One way
 - - Two way
 - - Subterranean Gate
(0006262)
SXX (administrator)
2016-01-08 15:48
edited on: 2016-01-08 15:55

BTW here is WAV file with normalized sound from Magic plains. Using it it's should be easier to determine needed sound level depend on distance. In this file captured from H3 hero stand 4 tiles from magic plains and then moving by one. Each time background sound become louder.

From what I personally see:
S - When you stand on source is 100% volume
1 - Tiles around source have 90% volume
2 - One tile away is 60%
3 - Two tiles away is 30%

(0006263)
Warmonger (administrator)
2016-01-08 16:13

Yes the amplitude goes like 90-60-30%. Please do not confuse amplitude with loudness ;)
(0006264)
SXX (administrator)
2016-01-08 16:17
edited on: 2016-01-08 19:36

Sadly I'm have about zero experience with sound recording / editing so I have no idea how that's must work.

What loudness it's should be then?

UPD: Ok, I RTFM ;-)

(0006413)
SXX (administrator)
2016-02-11 01:24

So full list of ambient sounds is now on gist:
https://gist.github.com/ArseniyShestakov/616dd31231d5ac5942ad [^]
(0006414)
AVS (administrator)
2016-02-11 17:12

Idea for further improvement.
1) store also 4 tile away sound sources
2) update amplitude every frame during movement transition between tiles to make volume changes smooth.
(0006415)
SXX (administrator)
2016-02-12 00:04

Ok here is a bit of correction on original statement how ambient sounds work for objects. In case of visitable map objects sound only visitable tiles work as sound source.

Though for special terrains every tile is sound source and same valid for volcanos. Sadly I'm not sure how to handle that yet considering volcano is only static object that have ambient sound.
(0006744)
SXX (administrator)
2016-09-25 18:29

Mostly finished PoC implementation:
https://github.com/vcmi/vcmi/pull/195 [^]

- Issue History
Date Modified Username Field Change
2016-01-08 11:31 SXX New Issue
2016-01-08 11:31 SXX Status new => confirmed
2016-01-08 12:25 SXX Relationship added related to 0001630
2016-01-08 14:11 SXX Description Updated View Revisions
2016-01-08 14:22 SXX File Added: SXX_Sound_effects_v1.h3m
2016-01-08 14:23 SXX Description Updated View Revisions
2016-01-08 15:03 SXX Description Updated View Revisions
2016-01-08 15:03 SXX Additional Information Updated View Revisions
2016-01-08 15:03 SXX File Deleted: SXX_Sound_effects_v1.h3m
2016-01-08 15:03 SXX File Added: SXX_Sound_effects_v1.h3m
2016-01-08 15:04 SXX Description Updated View Revisions
2016-01-08 15:08 SXX Note Added: 0006261
2016-01-08 15:32 SXX File Added: levels-backgroundsounds.wav
2016-01-08 15:48 SXX Note Added: 0006262
2016-01-08 15:55 SXX Note Edited: 0006262 View Revisions
2016-01-08 16:13 Warmonger Note Added: 0006263
2016-01-08 16:17 SXX Note Added: 0006264
2016-01-08 19:36 SXX Note Edited: 0006264 View Revisions
2016-02-11 01:24 SXX Note Added: 0006413
2016-02-11 06:22 SXX Assigned To => SXX
2016-02-11 06:22 SXX Status confirmed => assigned
2016-02-11 17:12 AVS Note Added: 0006414
2016-02-12 00:04 SXX Note Added: 0006415
2016-09-25 18:29 SXX Note Added: 0006744
2018-01-27 16:13 SXX Status assigned => resolved
2018-01-27 16:13 SXX Fixed in Version => 1.next
2018-01-27 16:13 SXX Resolution open => fixed

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