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List Info
Thread: footstep sounds
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| footstep sounds |

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2007-01-22 05:21:26 |
Hey,
I'm trying to do somewhat more realistic sounds for my
current game than
I usually do.
I wanted to start with linking the sounds for the footsteps
to the
actual running animation of
my character.. I just play() a new short sound member about
3 times per
second.
Unfortunattely director really does not seem to be happy
with this. some
sounds are delayed,
some seem to be skipped, latency is different from QT3Mix to
DirectSound.
From what it looks like now, doing things this way is just
impossible.
I'd love to be proven wrong
though. Have others been able to get accurate timing on
their sounds?
Do people have good/bad
expiriences with any of the 3rd party audio xtras? I'd
love to stay
(silent install) shockwave compatible,
but if that prevents me from cool audio, I might drop that
requirement..
I guess I'll have to stick with one soundfile containing a
loop of
footsteps and just hope they sort of
line up well together.
Bye, Lucas
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| Re: footstep sounds |

|
2007-01-22 06:40:00 |
----- Original Message -----
From: "Lucas Meijer" <lucas mach8.nl>
> I'm trying to do somewhat more realistic sounds for my
current game than I
> usually do.
> I wanted to start with linking the sounds for the
footsteps to the actual
> running animation of
> my character.. I just play() a new short sound member
about 3 times per
> second.
Well theres one problem, Director doesn't seam to like short
sounds ;)
They can have weird delays before starting and get cut off
before finishing.
Have you considered using queuing and playlist to accomplish
this istead of
presumably issuing a play command for each footstep?
> From what it looks like now, doing things this way is
just impossible. I'd
> love to be proven wrong
> though. Have others been able to get accurate timing on
their sounds?
Not realyl unless as I mentioned above you use queing,
keeping the soudn
channel playing sometimes even if its just a sample of
silence.
> Do people have good/bad
> expiriences with any of the 3rd party audio xtras?
I'd love to stay
> (silent install) shockwave compatible,
> but if that prevents me from cool audio, I might drop
that requirement..
Never used 3rd party but my gut feelling is anything will be
better than
Directos own sound capabilites. Maybe write a manager that
allows you to use
an xtra in a projector for best effect and a fallback to
Director sounds for
sw?
Noisecrime 2007
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|
|
| Re: footstep sounds |

|
2007-01-22 07:09:39 |
Hi Lucas,
there are still some problems with sound in Director. (We
talked
about this some years ago For
CD-ROM based projects im am
currently working with a special xtra from Derek Chung. A
far as I
know, he was also involved in the development of the
standard
directsound xta, so he knows a lot about sound related
things in
director.
The problem you have described could have something to do
with very
short sounds (< 250 ms) on some soundcards. I always add
some silence
to the end of short sounds, so they are min 250ms. This
helps in some
cases. Shorter sounds sometimes play twice even if you start
them
once.
Hope this helps,
Tobias
---
Hey,
I'm trying to do somewhat more realistic sounds for my
current game
than
I usually do.
I wanted to start with linking the sounds for the footsteps
to the
actual running animation of
my character.. I just play() a new short sound member about
3 times
per
second.
Unfortunattely director really does not seem to be happy
with this.
some
sounds are delayed,
some seem to be skipped, latency is different from QT3Mix
to
DirectSound.
From what it looks like now, doing things this way is just
impossible.
I'd love to be proven wrong
though. Have others been able to get accurate timing on
their sounds?
Do people have good/bad
expiriences with any of the 3rd party audio xtras? I'd
love to stay
(silent install) shockwave compatible,
but if that prevents me from cool audio, I might drop that
requirement..
I guess I'll have to stick with one soundfile containing a
loop of
footsteps and just hope they sort of
line up well together.
Bye, Lucas
_______________________________________________
dirGames-L mailing list - dirGames-L nuttybar.drama.uga.edu
http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
_______________________________________________
dirGames-L mailing list - dirGames-L nuttybar.drama.uga.edu
http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
|
|
| Re: footstep sounds |

|
2007-01-22 10:27:16 |
On 1/22/07, Tobias Mueller wrote:
>Hi Lucas,
>
>there are still some problems with sound in Director.
(We talked
>about this some years ago For
CD-ROM based projects im am
>currently working with a special xtra from Derek Chung.
A far as I
>know, he was also involved in the development of the
standard
>directsound xta, so he knows a lot about sound related
things in
>director.
>
>The problem you have described could have something to
do with very
>short sounds (< 250 ms) on some soundcards. I always
add some silence
>to the end of short sounds, so they are min 250ms. This
helps in some
>cases. Shorter sounds sometimes play twice even if you
start them
>once.
As I recall, the trick to short sounds (all sounds, but more
important with short or looped) was to have the waveform
length fall
on a block boundary. It's been a while, so I don't remember
if the
block size was 256 samples or 1024, but if you pad out your
waveforms
to 1024 bytes it should work better.
For short sounds, we're obviously going to use an
uncompressed
format: right?
Decompressing an MP3 will introduce delays as well.
--
. . . . . . . . . . . . . . . . . . . . . . . .
Lon Koenig Consulting lon mediagods.com
(612) 965-6305 http://www.schnoggo.com
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dirGames-L mailing list - dirGames-L nuttybar.drama.uga.edu
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-l
|
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| Re: footstep sounds |

|
2007-01-22 14:27:31 |
Hi,
Great to hear that you're trying to do a bit more with sound
than what's
usually done ;). Aside from the other suggestions, I'd also
suggest changing
the soundDevice:
set the soundDevice = "MacroMix" -- or
"QT3Mix" (Windows) or
"MacSoundManager" (Macintosh)
QT3Mix seems to work very well with very short sounds on
Windows (not much
experience with Mac).
Greets,
Richard
http://www.audiogames.net
a>
http://www.audiogamemak
er.com
----- Original Message -----
From: "Tobias Mueller" <outline outline-development.de>
To: "Director - Shockwave - and Flash Game
Production"
<dirgames-l nuttybar.drama.uga.edu>
Sent: Monday, January 22, 2007 2:09 PM
Subject: Re: [dirGames-L] footstep sounds
> Hi Lucas,
>
> there are still some problems with sound in Director.
(We talked
> about this some years ago For
CD-ROM based projects im am
> currently working with a special xtra from Derek Chung.
A far as I
> know, he was also involved in the development of the
standard
> directsound xta, so he knows a lot about sound related
things in
> director.
>
> The problem you have described could have something to
do with very
> short sounds (< 250 ms) on some soundcards. I always
add some silence
> to the end of short sounds, so they are min 250ms. This
helps in some
> cases. Shorter sounds sometimes play twice even if you
start them
> once.
>
> Hope this helps,
> Tobias
>
> ---
>
> Hey,
>
> I'm trying to do somewhat more realistic sounds for my
current game
> than
> I usually do.
> I wanted to start with linking the sounds for the
footsteps to the
> actual running animation of
> my character.. I just play() a new short sound member
about 3 times
> per
> second.
>
> Unfortunattely director really does not seem to be
happy with this.
> some
> sounds are delayed,
> some seem to be skipped, latency is different from
QT3Mix to
> DirectSound.
>
> From what it looks like now, doing things this way is
just
> impossible.
> I'd love to be proven wrong
> though. Have others been able to get accurate timing on
their sounds?
>
> Do people have good/bad
> expiriences with any of the 3rd party audio xtras?
I'd love to stay
> (silent install) shockwave compatible,
> but if that prevents me from cool audio, I might drop
that
> requirement..
>
> I guess I'll have to stick with one soundfile
containing a loop of
> footsteps and just hope they sort of
> line up well together.
>
> Bye, Lucas
> _______________________________________________
> dirGames-L mailing list - dirGames-L nuttybar.drama.uga.edu
> http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
>
> _______________________________________________
> dirGames-L mailing list - dirGames-L nuttybar.drama.uga.edu
> http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
_______________________________________________
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-l
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