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plmove replacement and addition #18
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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)
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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. 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 |
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 |
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 |
Yes leaving daytime blank and using the weather to set the outside ambient is a good idea |
great I'll do it that way with the seasons then. as for the grass, should I just make it quieter, eq it a whole bunch or just leave the og asset? |
The seasonal variant for sounds got merged so having a different sunny sound forspring and winter is now possible. |
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
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)