Ambient sounds

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Serpwidgets
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Ambient sounds

Post by Serpwidgets » 19 Nov 2011, 00:04

Ambient sounds add more depth (and variety) to an environment. With a doppler shift as you fly by them (if they're near the track) it would also enhance the feeling of speed. :) It would be great if we could add those with the track editor, it would probably go in mediatracker.

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TMarc
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Re: Ambient sounds

Post by TMarc » 19 Nov 2011, 12:25

nice idea :thumbsup:
also thouse sounds would not necessarily be audible (due to the existing sounds while driving and the music),
or they would increase perfomance needs
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Alter-Fox
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Re: Ambient sounds

Post by Alter-Fox » 19 Nov 2011, 14:42

They're good for immersion.
If I was trying to make an immersive game, and I could only add one type of effect, it would be ambient sounds.
The eyes of the plush lobster stared deep into my soul. I picked it up, and then I was a panther.
Beware my original music at https://vertigofox.bandcamp.com, & https://soundcloud.com/snowfoxden
Ship's Cat, MPSV Iberia

Serpwidgets
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Re: Ambient sounds

Post by Serpwidgets » 19 Nov 2011, 18:54

TMarc wrote:nice idea :thumbsup:
also thouse sounds would not necessarily be audible (due to the existing sounds while driving and the music),
or they would increase perfomance needs
They had ambient sounds in pod, which would run on a 100 MHz pentium with 16 megs of RAM. ;)

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Alter-Fox
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Re: Ambient sounds

Post by Alter-Fox » 22 Nov 2011, 05:29

You don't need to notice them for them to make the game better. That's the beauty of ambient sounds.
I've done experiments with level designs for other games.
The eyes of the plush lobster stared deep into my soul. I picked it up, and then I was a panther.
Beware my original music at https://vertigofox.bandcamp.com, & https://soundcloud.com/snowfoxden
Ship's Cat, MPSV Iberia

Screek
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Re: Ambient sounds

Post by Screek » 22 Nov 2011, 08:47

Serpwidgets wrote: They had ambient sounds in pod, which would run on a 100 MHz pentium with 16 megs of RAM. ;)
Oh god, i remember that game! a great racing game that was! :thumbsup:
sorry for offtopic :roll:

Serpwidgets
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Re: Ambient sounds

Post by Serpwidgets » 22 Nov 2011, 17:11

Alter-Fox wrote:You don't need to notice them for them to make the game better. That's the beauty of ambient sounds.
I've done experiments with level designs for other games.
Ya, your mind creates a representation of a level/map which involves all senses, not just visual but sounds, taste, touch, etc. That's why proper force feedback is so important. It's like the difference between watching a roller coaster on TV or actually riding one.
Screek wrote:Oh god, i remember that game! a great racing game that was!
sorry for offtopic
Yeah it still is fun. Good Old Games just released a downloadable version of pod gold that works in Vista/7 for only $5. :)

Serpwidgets
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Re: Ambient sounds

Post by Serpwidgets » 22 Nov 2011, 17:13

BTW I found that you can insert a sound in mediatracker, but it doesn't allow you to specify a location for it so it just plays as if it's inside your car. Also it doesn't save it in the map file and doesn't use a URL, so I doubt it would be part of any downloaded maps. :/

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Alter-Fox
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Re: Ambient sounds

Post by Alter-Fox » 22 Nov 2011, 17:27

GASP. People here know about Good Old Games.

I could never actually ride a roller coaster. I'd prefer to watch it on TV.
I have such severe acrophobia it can even be triggered by games like TM. But I don't get motion sickness -- I play some games that have made many people throw up, with not even a hint of nausea (these games are on Good Old Games too :P).

I did make a track called roller coaster once... but it was a pun on the environment I made it in (guess which one :D).

Oh, bacon's ready. Gotta go finish my omlette.
The eyes of the plush lobster stared deep into my soul. I picked it up, and then I was a panther.
Beware my original music at https://vertigofox.bandcamp.com, & https://soundcloud.com/snowfoxden
Ship's Cat, MPSV Iberia

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