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RE: Sound Implementation
Posted: Sun Jul 10, 2011 2:57 pm
by durandal
Noooo, what hack would then we need to have special sfx for them?
RE: Sound Implementation
Posted: Sun Jul 10, 2011 3:29 pm
by s2odan
We would generate new values during galaxy generation for each star based on seed and other things, those values would then be used to determine Class, size, perculiarities ect. Like how planets work.EG: Before planets were individual types for different planet types, so Ice planets had a type, desert had a type ect.. Now we generate values and change one planet type based on those values. Like m_life m_volcanicity m_volatileGasses ect.So the sounds would play based on those values.
RE: Sound Implementation
Posted: Wed Jul 13, 2011 3:00 pm
by Staniol
s2odan wrote:
We would generate new values during galaxy generation for each star based on seed and other things, those values would then be used to determine Class, size, perculiarities ect. Like how planets work.EG: Before planets were individual types for different planet types, so Ice planets had a type, desert had a type ect.. Now we generate values and change one planet type based on those values. Like m_life m_volcanicity m_volatileGasses ect.So the sounds would play based on those values.
Based on this, would it be better if I create sounds for each value type you use for a planet?Based on this, (and if it doesn't use too much cpu) we can provide a mixture of those sounds based on the biggest 3-4 values used, and volumes used for mixing can be based on the value ratios. (only in that case, if my understanding on your routine for planet generation is correct.)Doing this would provide almost unique sound for each planet. Am i right?
RE: Sound Implementation
Posted: Wed Jul 13, 2011 5:26 pm
by s2odan
Your right that seems the best way to do it and would give different sounds per planetI'll run down how the planets work:m_volatileGas : 0-? : Atmosphere thicknessm_atmosOxidizing : 0.0 = reducing (H2, NH3, etc), 1.0 = oxidising (CO2, O2, etc)
Code:
if (m_atmosOxidizing > fixed(95,100)) {s += " with a "+thickness+" Oxygen atmosphere";} else if (m_atmosOxidizing > fixed(7,10)) {s += " with a "+thickness+" Carbon Dioxide atmosphere";} else if (m_atmosOxidizing > fixed(65,100)) {s += " with a "+thickness+" Carbon Monoxide atmosphere";} else if (m_atmosOxidizing > fixed(55,100)) {s += " with a "+thickness+" Methane atmosphere";} else if (m_atmosOxidizing > fixed(3,10)) {s += " with a "+thickness+" Hydrogen atmosphere";} else if (m_atmosOxidizing > fixed(2,10)) {s += " with a "+thickness+" Helium atmosphere";} else if (m_atmosOxidizing > fixed(15,100)) {s += " with a "+thickness+" Argon atmosphere";} else if (m_atmosOxidizing > fixed(1,10)) {s += " with a "+thickness+" Sulfuric atmosphere";} else {s += " with a "+thickness+" Nitrogen atmosphere";}
m_life : 0.0 = dead, 1.0 = teeming m_volcanicity : 0 = none, 1.0 = fucking volcanicm_volatileIces: 1.0 = 100% ice cover (earth = 3%)m_volatileLiquid: 1.0 = 100% ocean cover (earth = 70%)m_metallicity: (crust) 0.0 = light (Al, SiO2, etc), 1.0 = heavy (Fe, heavy metals)So from those values we generate all our planet types, for example an Earth type world is thus:
Code:
if ((body->m_life > fixed(7,10)) && (body->m_volatileGas > fixed(2,10))){
So thats life above 0.7 and gas/atmosphere above 0.2... thats all we would require to get an Earth-like terrain.m_life also scales plant colours for a planet.Water planets are simply any planet with high liquid content (m_volatileLiquid)Icy planets are much the same but for m_volatileIce and also temperature.m_metalicity : metal content, higher gives more red rock.m_volcanicity obviously determines how volcanic a world is, the higher the value the more lumpy and mountainous the terrain is. If Volcanicity is above 0.7 then we also get volcanoes popping up and we change terrain/colour to a volcanic world. I tell you what would be bloody great... If we could use the noise/fractals used to form the terrains for the sounds as well. It would be great because you could have water sound play only near water, or other sounds in the same way.Since the land is only a fractal, 0-1, you can invert and square it and multiply volume by that...Anyway, I suppose the most/only important values WRT the sound would be life, atmosphere, water and volcanicity...? Althoug we could still use the other values just to add variation to sound use.