Sounds of Pioneer

Pioneer is an open-ended space adventure game. Explore the galaxy, make your fortune trading between systems, or work for the various factions fighting for power, freedom or self-determination.
Homepage: http://pioneerspacesim.net/
IRC: http://pioneerspacesim.net/irc
Downloads: https://pioneerspacesim.net/page/download/
Staniol
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RE: Sounds of Pioneer

Post by Staniol »

No worries, I am old enought to live without expectations everywhere. :)I am happy to help everyone out, but I also have family and work, so no deadlines on hobby, right?
fluffyfreak
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RE: Sounds of Pioneer

Post by fluffyfreak »

Hi Staniol, I don't know if it's already in the latest version or if it will take a day or so but the new wind rushing sounds have been merged in now.I recommend diving into Venus' atmosphere if you want to get it to scream ;) Let me know what you think and what tweaks or adjustments you'd like. I can also go through and describe the volume selection grading/banding that I chose. There were a bunch of sounds for crew chatter and some other sounds that might have been merged in too but aren't hooked up to anything yet.Did you have something in mind for how those would be used? Andy
Staniol
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RE: Sounds of Pioneer

Post by Staniol »

Thanks!For the crew chatter, I had plans to randomly play them on a ship when you have crew. The more you have, the more often. To be really good, I think I need to collect at least 30 more crew noises.I would suggest to create a process, which uses all sounds in the folder, so I can keep adding them without further modification in the program until we feel its enough.If you are planning to implement this, I start collecting/creating new ones.
fluffyfreak
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RE: Sounds of Pioneer

Post by fluffyfreak »

I think a better idea would be to add a way of configuring what sounds are associated with each thing.Possibly using the Lua, I'd write an example file with all the existing sounds and then all you'd have to do would be to add more entries to sections. Dead easy stuff :) Don't rush though, I'm currently trying to do a few other things too so I imagine it'll be a month at least before I can get around to this.
Staniol
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RE: Sounds of Pioneer

Post by Staniol »

cool. Just let me know when I am needed. I have a lot of work and family stuff currently.
Guest

RE: Sounds of Pioneer

Post by Guest »

I tried the new wind sound un Venus. It's really cool and useful when entering atmosphere. :) Maybe I found a little glitch. When going at full speed, you can hear the high pitched sample muting for a fraction of second, then restarting cyclically as the sound loops.Try on Venus: enter atmosphere and, when you are low enough go at full thust.
Ray
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RE: Sounds of Pioneer

Post by Ray »

I think a better idea would be to add a way of configuring what sounds are associated with each thing.HI,I'm doing some sounds for Cockpit and was curious how sounds in Cockpit filder work. I understand that Ship_ambient sound is playing constantly. What about other sounds, are they trigger randomly? Should I keep some specific naming, adding new sounds to that folder?Thanks!
fluffyfreak
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RE: Sounds of Pioneer

Post by fluffyfreak »

It's mostly controlled through the "AmbientSounds.cpp" file but I can't find any mention of cockpit audio, that might be driven by Lua perhaps? I'm not sure right now.Most of the sounds are hardcoded so adding new ones requires editing the code.I've been meaning to change that but haven't gotten around too it yet. I didn't write the sound code by the way but I seem to be the last person to have edited it :) The sounds are generally grouped from which a sound is then picked randomly from within that group.So you can have multiple sounds playing at once in theory, even if it doesn't happen very often.
robn
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RE: Sounds of Pioneer

Post by robn »

Ambient comes through AmbientSounds.cpp. Various input event responses (button clicks) and warnings and such are all over the place, look for calls to Sound::PlaySfx and Sound::BodyMakeNoise. The sound system isn't exposed to Lua in any way.The whole sound system is a mess, and is one of the few bits of code that hasn't had anything more than basic maintenance since its first cut. Its on the list to be rewritten sometime.
Ray
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RE: Sounds of Pioneer

Post by Ray »

 It's mostly controlled through the "AmbientSounds.cpp" file but I can't find any mention of cockpit audio, that might be driven by Lua perhaps? I'm not sure right now.Most of the sounds are hardcoded so adding new ones requires editing the code.I've been meaning to change that but haven't gotten around too it yet.@FluffyfreakThanks for the explanation. I've started a new topic about it in dev forum - looking forward to hear your thoughts :)
Ray
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RE: Sounds of Pioneer

Post by Ray »

Ambient comes through AmbientSounds.cpp. Various input event responses (button clicks) and warnings and such are all over the place, look for calls to Sound::PlaySfx and Sound::BodyMakeNoise. The sound system isn't exposed to Lua in any way. @Rob NThanks Robert, I've posted some ideas (sound designer level) on dev forum, please tell me what you think.
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