Page 2 of 3

RE: Sounds of Pioneer

Posted: Tue Jun 25, 2013 5:52 pm
by s2odan
And I thought we'd finally finished laughing at Uranus a couple of years ago. ;) I'll never stop laughing at Uranus spot.

RE: Sounds of Pioneer

Posted: Tue Jun 25, 2013 7:06 pm
by Guest
You can check my soft sounds in the pioneer/data/sounds/space, already done some work. Here they are, indeed. But I don't seem to have ever heard them when playing... Are they disabled, or at very low volume?

RE: Sounds of Pioneer

Posted: Tue Jun 25, 2013 7:15 pm
by Guest
And I thought we'd finally finished laughing at Uranus a couple of years ago. ;)I'm sure that's why there are no spaceports there. What would they say?"Look! We have just colonized Uranus!" Ewww... :lol:

RE: Sounds of Pioneer

Posted: Tue Jun 25, 2013 10:19 pm
by Marcel
Yeah, and when they ask you at the space bar where you come from there will be a fight every time. ;) I made the sounds into a mod and got a red screen of death."Error: Vorbis file sounds/Cockpit/Ship_ambient.ogg is not 44100Hz or 22050Hz Bad!"

RE: Sounds of Pioneer

Posted: Wed Jun 26, 2013 12:01 am
by NeuralKernel
[url]http://theinfosphere.org/Urectum[/url]

RE: Sounds of Pioneer

Posted: Wed Jun 26, 2013 2:01 am
by Geraldine
Hi Staniol I had a small request a while back concerning the ships once they had landed in a planet based starport with an atmosphere. Cooling sounds! Basically a friend of mine used to ride a big motorcycle (a Harley I think it was) and when he parked up and switched it off, it used to make a ticking noise as the engine and exhausts cooled off. I always thought that would be great for the ships in Pioneer as the hull and thrusters slowly lose their heat. :girlcrazy:

RE: Sounds of Pioneer

Posted: Wed Jun 26, 2013 2:05 am
by Staniol
Here they are, indeed. But I don't seem to have ever heard them when playing... Are they disabled, or at very low volume?As I said a couple of times, I am not a programmer, I need someone to implement it. :)

RE: Sounds of Pioneer

Posted: Wed Jun 26, 2013 2:05 am
by Staniol
Hi Staniol I had a small request a while back concerning the ships once they had landed in a planet based starport with an atmosphere. Cooling sounds! Basically a friend of mine used to ride a big motorcycle (a Harley I think it was) and when he parked up and switched it off, it used to make a ticking noise as the engine and exhausts cooled off. I always thought that would be great for the ships in Pioneer as the hull and thrusters slowly lose their heat. :girlcrazy:Good Idea, I'll come up with something.

RE: Sounds of Pioneer

Posted: Wed Jun 26, 2013 4:50 am
by fluffyfreak
I am keeping track of all these idea, I'll get some time this weekend so will have a look at getting the airspeed sound ingame.Not done anything with the audio engine so far so might take a little while :)

RE: Sounds of Pioneer

Posted: Wed Jun 26, 2013 11:56 am
by fluffyfreak
No. I asked Staniol for those sounds because it's a feature that I want to implement and he has been kind enough to create the sounds, now I will try to use at some time in the next few weeks. You would be best discussing that idea with Staniol and others to see what everyone thinks and then making an issue request for it when you've agreed on how something like that might work. That way the developers will know what it is that you want, who has asked for it, and how it might work. That's how you get new features into the game ;) it's better than asking for them on the forums because they quickly get lost or don't get noticed at all. Especially as most of the core team don't check here very often. So, my advice:discuss it for a bit here,get a plan for how you'd like to organise the music/sounds,try to figure out how you'd like them chosen or selected ingame,Would you want certain game factiosn to use certain sounds?How would you want them chosen? By faction? By population of system? Another way?Then when you've got a rough design request it on the Issues system so that developers see it.if you do that then it might be me that tries to implement it, or it might be another developer that you've interested on here :)It's much more likely to get made this way though than just asking for a rough idea and hoping that I, or someone else, figures it out. You might no be able to code it yourself but with others on here you can do most of the design of it and that's a lot of hard work in itself. Good luck :)

RE: Sounds of Pioneer

Posted: Wed Jun 26, 2013 12:00 pm
by fluffyfreak
I suggest the above not because I think it's a bad idea, or because I wouldn't implement that idea, but because there's not enough of an idea there yet to implement ;) Just so you know that I'm not being negative about the idea itself ok!It could take a few weeks of time to do something like you've asked because all of the coders are part-time, coding in the evenings or on the train to and from work - if however you've already done the steps I outlined above, the design work, then that can make it less work for a coder and so the feature is more likely to get written.

RE: Sounds of Pioneer

Posted: Wed Jun 26, 2013 1:10 pm
by Staniol
Yeah, and when they ask you at the space bar where you come from there will be a fight every time. ;) I made the sounds into a mod and got a red screen of death."Error: Vorbis file sounds/Cockpit/Ship_ambient.ogg is not 44100Hz or 22050Hz Bad!"Almost missed this.Let me check the rates. I assume I have to do it for all my files, right? :)

RE: Sounds of Pioneer

Posted: Wed Jun 26, 2013 1:37 pm
by Staniol
Almost missed this.Let me check the rates. I assume I have to do it for all my files, right? :)Ok, fixed all rates and reuploaded to Dropbox.Some files were sampled at 48000 hHz, too good quality for Pioneer...:)

RE: Sounds of Pioneer

Posted: Wed Jun 26, 2013 3:18 pm
by Staniol
Taking the advise, I will also create a clear design document.I need someone to explain me the current planet/sun/moon types or generation algorithm.Fell free to drop me a pm if you have the time and will. :)

RE: Sounds of Pioneer

Posted: Thu Jun 27, 2013 5:26 am
by fluffyfreak
Unfortunately the "per-faction" thing isn't itself that great an idea.There are a lot fewer factions now but at one time there were 135 and had an experimental branch where I had a couple of thousand (2000+).Whilst I don't think that we'll ever reach those numbers again you'll also want to avoid having to define data for every single one that you might have. So perhaps a library of "core" sounds that all of them can use, then a few specific sounds that override/replace things like radio chatter, attack music, etc on a per-faction basis.This way if a faction hasn't got a sound it just uses the one from the "core" set of sounds.This way you might have:One sound for each uninhabited planet type,Three sound choices for each uninhabited planet type,Four sound choices for radio chatter (docked, near-spacestation, etc),etc...Then a faction would pick one from each. That way if we ever have new factions being created, or old factions being destroyed, as time passes you can still use some of the core sounds for them. Or, an alternative, Factions have differences deeper than their names, they also have ways of being ruled.Some are dictatorships, some are federations, others are anarchic.Then they have an "age", the date that they were founded. So you might have the old federation and you could therefore choose and "old" sounding piece of music to play, and a very stuffy or formal way of talking on the radio.For the Haber corporation there "on radio" music would be like lift music :D and they'd always be asking you to fill out forms and sign up for special offers ;) So we could mix and match from a collection of sounds and music based on the factions information instead of having to manually define sounds and music for each faction. Or you could even combine the two :D Just something more for you to think about.

RE: Sounds of Pioneer

Posted: Thu Jun 27, 2013 5:48 am
by fluffyfreak
@Staniol,Just PM'd you a link to the Lua constants file that lists everything we expose to Lua API. From Line 110 it lists the star & planet types, then there's various other stuff. Might give you guys some ideas of ways you can combine information about factions or worlds for the kind of sounds and music you might hear.

RE: Sounds of Pioneer

Posted: Thu Jun 27, 2013 11:34 am
by Marcel
I think 3 modes is an excellent idea.

RE: Sounds of Pioneer

Posted: Thu Jun 27, 2013 11:40 am
by Guest
Here they are, indeed. But I don't seem to have ever heard them when playing... Are they disabled, or at very low volume?As I said a couple of times, I am not a programmer, I need someone to implement it. :) I was wrong. They are here and I can hear them, if I mute the music. ;)

RE: Sounds of Pioneer

Posted: Fri Jun 28, 2013 5:13 am
by Staniol
I was wrong. They are here and I can hear them, if I mute the music. ;) They are not really work as intended (or I dreamed), but yes, you are right, its partially implemented by someone (thanks to you stranger!).

RE: Sounds of Pioneer

Posted: Sat Jul 06, 2013 5:33 pm
by fluffyfreak
@Staniol,I haven't forgotten about the sounds you've done, just been busy.My apologies for not getting around to doing anything with them yet!Andy