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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1436408955340.jpg (361.27 KB, 800x800, 1:1, a1934329170_10.jpg)

4973c4 No.19372

when will this be a thing? where you have an audio file attached to a point in space like a river stream, but lets say you have it covered by a wall, and the audio bounced off with a speed according to the shader attached to the surface as well. things like caverns would have unique echoing sounds at every spot and it would be with one sound source rather than just recording multiple reverb'd sounds.

thoughts?

5871f0 No.19373

Because that's really fucking difficult to calculate. That's like adding a second, highly complicated, and constantly varying light engine on top of everything else. And light engines are rough already: that's why pre-baked lighting is so ubiquitous.

And besides, no one gives a shit about sound. Sad but true.


b61921 No.19374

Why not just make an object that is a sound emitter and move it around the screen? And since it's an object it can bounce, you can even do this with game maker.

I mean, I am not sure why there would be a need to make something more complicated.


32819b No.19404

>>19374

Because that's unrealistic. People who use their ears IRL know how shitty vg sound is.

I feel you, OP. At best sound is altered currently by area, minor tweaks. To do what you speak of will require a next generation of processing. Still waiting on it. We've had little improvement for a decade.


db65cd No.19444

YouTube embed. Click thumbnail to play.

It's easier than path-tracing for visuals as you can skip more rays, it's just that no one is willing to use the required computation power to do it. Spoiler: as a professional sound-programmer for studio games you have to fight for every MB of RAM and every clock cycle you can get. Graphics are everything to the industry people with the money.


d71beb No.23173

File: 1445177524974-0.png (23.83 KB, 212x300, 53:75, Aureal_A3D_(logo).png)

File: 1445177525495-1.pdf (216.05 KB, A3D2_0.pdf)

File: 1445177525495-2.pdf (597.63 KB, a3d30ref.pdf)

This was done decades ago, and reached the market in the late '90s with Aureal. They branded it as “wavetracing,” and could do several orders of reflection, occlusion, and atmospheric transformations, all with support for audio-only geometry and material designation (dampening, reflectivity, etc) for certain polygons.

All this ran on cheap (<$50) hardware, or a mostly complete software version (A2D) that consumed ~10% CPU on period gayman computers.

Needless to say, it was killed at Creative's hands, then subsided into the darkness when hardware audio as a whole was died off in the 2010s. Now, most game audio engines are in-house rush jobs by people with no audio expertise, or extremely simple middleware, and rarely even reaches the level of EAX 3.0's pre-canned single filters.

I'm not presently aware of any standard APIs or middleware that approach (no less surpass) what Aureal was doing back then.


211c49 No.23174

>>19372

afaik there's ways to fake it with use of triggers and the like to just add set amounts of echo to things to simulate being in the open outdoors or in confined rooms

much like with ULTRA REALISTIK HIGH DEF LIGHT ENGINE stuff, sound would probably get wonky since you have such a limited frame of reference to work with. like with lighting -- it's not often prebaked because it's THAT expensive, it's prebaked because you have a necessarily limited space to put lights in, and you can't accurately simulate sun/moonlight without an actual light that powerful being that far away, so global illumination is used instead to get the same effect

and tbh most people are not sensitive enough about sound to make it worth it to have such a high-end sound engine anyway, since most people are playing on headphones anyway so all that echoing would just seem strange and unrealistic even if it were a perfect simulation since it's being fed through cheap headphones either way


32819b No.23188

Try making something without visuals. Make it part of the game ... character is blind or trapped in a cave.

Use resources normally given to gfx to process sound. Rejoice at needing no graphical resources. Focus on ways of making the game rich enough aurally.


b3b2a1 No.23193


108955 No.23199

Anyone played SOMA? Not sure what they did there but it's the only game in my memory that had great sound.


108955 No.23200

Also, why is sound so low on the priority list? I fucking hate it. Even sound hardware is all but completely gone.




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