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plmove replacement and addition #18

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merged 3 commits into from
Dec 12, 2021
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Raven2236
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a) added clear obstacle assets and replaced clear_obstacle_1

b) replaced and extended walk_grass (the original sounded more like stroking grass than walking on it)

c) replaced and extended walk_metal to sound more solid rather than rickety, there is a very slight reverb on the assets since, to my knowledge, most metal terrain occurs in reverberant areas (can be disabled but it is really slight to hit a nice middle ground)

d) replaced and extended walk_t_carpet with something less thuddy and nondescript and muddy

e) replaced and extended walk_t_floor with assets that sound less slappy and have more texture

f) replaced and extended walk_t_grass_long with new assets to sound less abrasive when walking through the woods and now sounds more like brushing through it then outright crushing it (also less noisy now)

a) added clear obstacle assets and replaced clear_obstacle_1

b) replaced and extended walk_grass (the original sounded more like stroking grass than walking on it)

c) replaced and extended walk_metal to sound more solid rather than rickety, there is a very slight reverb on the assets since, to my knowledge, most metal terrain occurs in reverberant areas (can be disabled but it is really slight to hit a nice middle ground)

d) replaced and extended walk_t_carpet with something less thuddy and nondescript and muddy

e) replaced and extended walk_t_floor with assets that sound less slappy and have more texture

f) replaced and extended walk_t_grass_long with new assets to sound less abrasive when walking through the woods and now sounds more like brushing through it then outright crushing it (also less noisy now)
@Fris0uman Fris0uman changed the title Raven's branch plmove replacement and addition Oct 13, 2021
@Fris0uman
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  • You need to rename the close_door file for the metal door to something like close_door_metal and maybe close_door_wood for the wood one. Even if they are in different folders we should avoid having file named the same
  • I'm not sure sure about the daytime sound, it will play all year round even in winter so having birds chiping might clash during winter and autumn. Plus it keeps playing no matter the weather so the chirping really feels out of place in a thunder storm
  • Same for indoors, i'm pretty sure this will play inside any building, at any level above ground during any season so the birds chirping in the distance might not always fit
  • There's a typo in the close curtain file: either call it clos_curtains.ogg or edit the json to point to a clos_curtain.ogg file
  • You forgot to edit plmove.json so the new move sound you've added are not used
  • Not a fan of the new grass sounds they seem louder and more anoying when spammed as you walk across a forest. I tried to pick quiet-ish sound because those get spammed a lot by the game

@Raven2236
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the close door was called only close door before as well, but I suppose since i added metal i ought to rename it.
i dunno how to reconcile the ambience since otherwise it's just going to be white noise mostly if we want it to be super neutral. there's a lot of mood that's missed by having just white noise in the ambience but on the other hand having birds in winter is a bit ehhh as well.
the indoors and outdoors don't seem to switch properly sometimes so that's even weirder if the windows are rattling and you're outside.

will edit the typos and plmove, dunno how I missed that.

is unfortunate that the grass has to be not annoying as a primary function rather than actually pleasing, I think just a silence file might be best there in that case. ideally it would queue up the plays just like footsteps instead of repeating like it did now

alternatively, is there a chance to have just noise in daytime ambience and then have the birds in clear and cloudy?. doesn't solve the winter though

@Fris0uman
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I think for now we can leave outside blank or use yours without the birds if you can do that and I'll look into adding seasonality to sounds like we have for tileset. Tha way we could have outside_spring outside_summer etc...

@Raven2236
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it is however my understanding that birds, including sparrows (which are the birds present in the foreground) do indeed exist in New England during autumn and winter, so I am unsure as to why the wind would be OK to stay the same throughout the seasons yet the birds would not (especially due to how sound travels through cold and warm air and the perceptibly different sound of wind in summer vs winter in most climates).

I agree that it is not a good solution for birds singing during a storm, in which case (and correct me if I'm wrong) it could be solved the way I originally proposer - having "daytime" either blank or very mild and then solving this through the weather types clear and cloudy etc (would this work?)

if we're getting into migratory bird behaviour we should perhaps start considering differentiating between city ambience, forest ambience and field ambience, since that might have a bigger impact on immersion (eg fewer birds in cities, more in forests, different creatures in fields - more insects, field birds, there's a wonderful field-bird preserve not far from where I live that is very distinct in late spring and early summer)

with the current possibilities, my proposal remains to simply scrap daytime since it seems to be more trouble than it's worth (including stacking wind during storms) and going on with the weather types if possible, keeping the birds in cloudy and clear. Once seasonality is confirmed to be possible we can start thinking about entirely different assets to reflect bird migration and general wind speed

@Fris0uman
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Yes leaving daytime blank and using the weather to set the outside ambient is a good idea
There also this PR now CleverRaven/Cataclysm-DDA#52308 that should allow defining sounds per season

@Raven2236
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great I'll do it that way with the seasons then.
as a sidenote, i was trying to get the weather to work but I couldn't get the file to play, i was looking at weather _types json to find the id and so I had a weather_sunny and weather _cloudy (in the same way I had weather_thunder etc).
is it possible that I'm missing something obvious? or is it that the two specific weathers don't have the necessary code to play sound? (when I changed it back to daytime it worked no hitch).

as for the grass, should I just make it quieter, eq it a whole bunch or just leave the og asset?
my issue with the original was that it was teetering on the edge of just getting white noise.
if it's just a volume issue with my asset or if there's some specific frequency popping out for you we can just eq that

@Fris0uman
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The seasonal variant for sounds got merged so having a different sunny sound forspring and winter is now possible.
For the grass I'd say to leave the old sound in for now. We can revisit it later once we have a more complete pack and want to polish stuffs.

deleted daytime and indoors due to them having permanent playback (indoors doesn't stop and daytime interferes with weather tracks) and fixed plmove to play all the new sounds
@Fris0uman Fris0uman merged commit 6c59b03 into Fris0uman:main Dec 12, 2021
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2 participants