Feature Creep / Sounds

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SoUlFaThEr
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Joined: 20th Jul 2015
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Posted: 10th Aug 2015 12:27
Sound is basically 50% of the experience if you are watching a movie or playing a game. Sound will make or break your game/movie in other words. Thoise are actually the words of the great Steven Spielberg.

What GameGuru needs is to stop limiting the amount of sounds that can be played from entities. In my concern, it would to allow Characters to have as many sounds as necessary to help carry the story of a game through voice acting. Quests that are done with text only are so incredibly outdated and players don't generally like seeing a 3d world and no voices going with those characters.

Add a + symbol to the entity list and allow for scrolling of entity properties. This would allow us to script PlaySound(e,15) or even more if the character in the game has a great deal of interaction with the player.

This aspect is so highly valuable for player immersion. Please, please consider opening this door for us!
The only stupid questions are those that were never asked.
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Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 10th Aug 2015 15:13
It will be based on the vote. This may seem the most important to you, but many want AI to walk on objects which is just as immersive, many want scripting for everything, which is pretty important, And many want other things they feel are the most important.

How is this dilemma solved?
It is solved by creating a voting board that the users can vote for feature, that they feel are the most important for there game to continue being made or finished.

We have tried to let the programmers choose the path of features and fixes, This did not work for the community, so now the only democratic thing that can be done. Features added upon community majority vote.

If you look at the results, it is clear what the voting community want next and in what order.

Obviously all cant be updated at once or added, as it would stop any updates for a long time.

Thanks for your understanding.
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Teabone
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Joined: 8th Jun 2006
Location: Earth
Posted: 12th Aug 2015 05:09 Edited at: 12th Aug 2015 06:50
Its unfortunate.

I can't think of a single game engine ever made that has a limitation on audio references. Not one. This was literally the only code you would need in FPSCx9:

sound=audiobank\hello.wav

One of many reasons why I voted for extended LUA support, is for more audio command support. Though I will agree the number one item on the list should be for the ability for NPC's to walk up stairs and such. Which was also possible in FPSCx9.
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tomjscott
User Banned
Posted: 4th Oct 2015 16:40
As a temporary workaround, or permanent if you want, use Omega Core. You are restricted to .wav files, but you can load and use as many sounds as you want and they can also be true positional 3D.
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Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 5th Oct 2015 14:10
Audio references have been limited, because it is easier for the engine to call them at the start of a level and have them preloaded, then to call them on the fly in scripts, slowing down the cycles, as the audio file is called and loaded.

That was the explanation in a twitch broadcast from Lee anyway.
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