Sound Idea
Radix
Join Date: 2005-01-10 Member: 34654Members, Constellation
<div class="IPBDescription">Feasible?</div>A longstanding problem of playing games is the tradeoff (especially during more casual play) of music vs sound effects. I like listening to my playlist or a radio station through my headphones, but I can't while gaming because I need to hear skulks and such.
This question is directed at the devs, specifically the coders: Do you think it's feasible to create a dimming-effect on all ingame sound except for a whitelisted few effects (such as skulk footsteps, guncocks, medpack pickups, etc.) that would intelligently reduce background sound so that players could play effectively while listening to music?
Thanks.
This question is directed at the devs, specifically the coders: Do you think it's feasible to create a dimming-effect on all ingame sound except for a whitelisted few effects (such as skulk footsteps, guncocks, medpack pickups, etc.) that would intelligently reduce background sound so that players could play effectively while listening to music?
Thanks.
Comments
In my opinion (I'm no coder): potentially. I sense an ulterior motive however.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Even if you don't have one Redford is correct in the ulterior motive department in regards to other players. Sounds of things like dripping water in a room add to the feel of the game also mask sounds like building of a phase gate or an onos creeping up on the marine building it. Mappers are aware of this fact and can incorporate such sounds into their level design. Giving Marines a location to sneak into a hive or aliens a place to ambush marines more effectively. If you could set your sounds to dull this you would kill the above features and effect game play. Thus, its not an option from that point of view alone, never mind the hackers who would use this to sense opponents movements/building from locations where the sound would not reach.
Anyway, if you want then play the music a little louder in your room. That way you will hear it in the back ground through your head set while maintaining your ability to hear opponents.
ambient sounds can be removed in the current ns1 though
<!--QuoteEnd--></div><!--QuoteEEnd-->
Exactly. My ulterior motive is that I want to listen to a streaming radio station or playlist late at night through my headphones without waking anyone up.
There's no competitive advantage I can see, so long as the developers have control of which sounds are whitelisted.
Exactly. My ulterior motive is that I want to listen to a streaming radio station or playlist late at night through my headphones without waking anyone up.
There's no competitive advantage I can see, so long as the developers have control of which sounds are whitelisted.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I can imagine competitive players looping a blank audio file so they can block out most/all of the environmental sounds.
we just use "bind * stopsound"
<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1642486:date=Aug 7 2007, 12:49 AM:name=Misere)--><div class='quotetop'>QUOTE(Misere @ Aug 7 2007, 12:49 AM) [snapback]1642486[/snapback]</div><div class='quotemain'><!--quotec--><!--coloro:orange--><span style="color:orange"><!--/coloro-->*snip* - Mouse<!--colorc--></span><!--/colorc-->
<!--QuoteEnd--></div><!--QuoteEEnd-->
and this is where people confuse the heck outta me.
I am not a competitive player, but even I know that I can completely tweak the heck outta the sound setup if I feel like it.
As was pointed out. These effects are already in game, and rather easy to get at. Heck a few quick googles will tell you how to do just about anything you want to. <a href="http://planethalflife.gamespy.com/View.php?view=tfcgameinfo.detail&id=8" target="_blank">Here are a good number of sound/video commands for HL1 games</a>.
stop sound is the easiest way of killing off sounds you don't want. Basically it stops ALL sounds that are playing at that time, however, sounds that have very short loops (gunfire, walking, etc) will start right back up.
You can also fiddle with some of the other things in there to tweak around with different sound levels.
Question for some one that cares about these things: Are sounds even included in consistency? I seem to remember that they were not....
Whether or not there is some potential way to abuse some implementation of this or it's technically feasible, surely people can agree it is a compelling feature.
I'm not sure what the purpose of all the "cheater, cheater, pumpkin eater" posts is. Sure, pointing out that there is a potential security problem is useful, if the devs consider implementing this, but how has the thread become entirely about cheating, to the utter exclusion of everything else? Even if you think Radix is proposing this as a way to allow himself to "cheat" (which is absurd, since there already exist much easier (legal) means to that end), do you not see sufficient merit in the suggestion to say "hey yeah, that'd be cool?", or dislike it enough to say "I'm a fuddy-duddy who doesn't listen to music"? It appears that almost nobody has any opinions about the idea itself, but only about some theoretical nefarious applications.
For the record, I'd love to listen to music while playing NS, too, but I find that it too greatly hinders my ability to hear what is going on in-game. I would make great use of a feature like this.
NS > Options > Audio > Sound Effects Volume (raise it)
Set sound quality to highest and Enable EAX and A3D so the mp3 player in the backround doesnt screw your ingame sounds
I don't know if I’m for or against this idea. But I'm all for more atmospheric sounds in NS2!!!