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Stackless Iteration 3 Sfx Support


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#1 LfO

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Posted 28 July 2006 - 02:32 PM

This is my recommendation for SFX implementation in Stackless Iteration 3. Some SFX already exist, and need only to be implemented in-game. Others will need to be created.


Existing SFX - I've gone through the effects previously implemented, and I believe the following should be used (though mostly in different capacity). I would prefer that the file names were changed to more generic titles.

Rotation and Zoom of the Globe, and Scroll Bar - data/sfx/menubeeps/buttonover.ogg
This is short and unabrasive sound, suited to being played repeatedly and rapidly, as is common with this type of control. If click and hold is implemented on any of these controls, the sound could be looped.

Error Messages - data/sfx/planetview/clickobjectplanet.ogg
I propose this as a standard sound for error-type messages - currently, this includes such Message windows as those generated by clicking on "Research" and "Manufacturing."

OK, Cancel, etc. - data/sfx/menubeeps/buttonclick2_changesetting.ogg
I think this is a good sound for any successful button click. This includes OK and Cancel, as well as "Options", and any other working button. I'm uncertain whether it should be played on an "Intercept" button-click, since a launch sound will be played at that time...

Select a Base, Interceptor, or UFO on the Planetview - data/sfx/planetview/speedfast.ogg



Placeholder SFX - If PGM is ready to implement these sounds before SND has them ready, these would be suitable placeholders.

To be replaced with computer voice:
UFO spawn/detection - buttonclick1 ok.ogg
UFO dissapears - exitgame.ogg

To be replaced with pilot voice:
Interceptor launch - speedfast.ogg
UFO intercepted - speedfast.ogg


Needed SFX - The following need to be developed.

Time Rate buttons
This had been implemented prior to the Stackless rewrite, but there were three samples shared between five buttons. In my opinion, there was too great a difference between the samples, as well. Either a single, appropriate sound must be created, or a cohesive set of five.

Select item in list box
I don't think this had been implemented before, and none of the SFX currently in the Dev SVN seem appropriate to me. There may be something on the old FTP site, or a new sample will need to be created.

Create Base, plus UFO Detected/Lost
My thought is that these types of events should be announced by a computerized voice - in the style of the ship computer in Star Trek. There should be no variants, just one version of each:
"Construction Initiated"
"UFO Detected"
"UFO Tracking Lost"

Interceptor chatter
This should be a human voice, processed to give an over-the-radio vibe, with varied phrases -
Launch event: "In pursit", "Pursuing", "We're in the air", etc.
Succesful Intercept: "UFO down", "Bogie down", "Hostile eliminated", etc.
Tracking Lost: "We've lost 'em", "This one got away", etc.
Click on Interceptor: "New orders?", "Where to?", etc.
I think SND shold provide two sets (i.e., two voice actors) of these, and if PGM has the time, they can implment that an interceptor will always "speak" with the same voice, but that each interceptor will be randomly assigned to one of the two sets. If that's too much for the moment, then they can just use one set.



So, what do you all think? If this sounds good, I'd personally like to start working on the Interceptor chatter.
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#2 Garo

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Posted 28 July 2006 - 02:44 PM

This is my recommendation for SFX implementation in Stackless Iteration 3. Some SFX already exist, and need only to be implemented in-game. Others will need to be created.
...
So, what do you all think? If this sounds good, I'd personally like to start working on the Interceptor chatter.


I like all of that and you also produced a good document what needs to be done and even provided us reasonable placeholders. Nice job! =)

- Garo

#3 Guest_Azrael_*

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Posted 28 July 2006 - 06:42 PM

=b

#4 red knight

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Posted 28 July 2006 - 09:26 PM

PRG Dept, remember any change you make to the assets name do them first on the assets repository and then move it to the Xenocide one..

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#5 LfO

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Posted 28 July 2006 - 11:31 PM

None of these are in the Assets repository - I think they're just in the old FTP.
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#6 guyver6

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Posted 29 July 2006 - 12:35 AM

PRG Dept, remember any change you make to the assets name do them first on the assets repository and then move it to the Xenocide one..

Roger that.

BTW, very nice list.
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#7 LfO

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Posted 03 August 2006 - 12:09 PM

I've moved this onto the Wiki SFX page, where it can be clearly seen what needs to be done:

http://docs.projectx...ects_Asset_List
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#8 LfO

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Posted 08 August 2006 - 08:33 PM

I've moved the GUI sounds and the work I've done on Interceptor chatter into the assets SVN:

http://svn.projectxe...GUI/PlanetView/
http://svn.projectxe.....ptor Chatter/

I plan on starting to work on an FMOD designer project tomorrow, which should give you PGM guys something to work with by the end of the week.
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