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sound and ambience

Posted: Mon Jun 26, 2017 5:16 pm
by imblyings
play a game of overwatch without sound and it's dull as fuck, part of the amazing atmosphere in dead space was due to the music and if this doesn't make you want to stay in a brightly lit room just about nothing will

sound is an important part of ''game feel'''''', in explicit and not consciously noticed feedback of player actions

while we have a lot of sound for effects, sound for ambience and atmosphere is neglected quite a bit

what would adding atmospheric ambience/sounds to ss13 do?

Re: sound and ambience

Posted: Mon Jun 26, 2017 7:06 pm
by DemonFiren
distract from the toolboxing

Re: sound and ambience

Posted: Mon Jun 26, 2017 8:21 pm
by Wyzack
I remember when we first got the new ambient sounds for maintenance, it blew my mind how much more atmospheric maintcrawling was when you could hear the distant dripping of coolant and the beep of a far off PDA. Shit was cash. Not to mention the smooth jazz in the det office

Re: sound and ambience

Posted: Mon Jun 26, 2017 8:37 pm
by Nabski
You've got the spooky morgue sound, and sometimes the AI core for space jam.

The real question is, can I use the blueprints to give everywhere the morgue sounds?

That and is the framework for this system good enough to add it to more rooms. A tinkling of glasses in the bar, a HVAC fan in atmos, shuffling of papers in the HoPline/lawyers office.

Re: sound and ambience

Posted: Tue Jun 27, 2017 3:02 am
by Smoopadoop
would footstep sounds be a bad idea
not loud like clown, but quiet metallic tonk tonk tonk

i think nearly every character action should have a sound. Clothy shuffling for changing clothes, different sfx for moving items like plasticky clicks or paper sounds
maybe even vaguely vocal sounds for when people talk. more people talking in an area should add to a kind of crowd white noise, so if the whole station screams together then you cant hear much over the sound, but if you're in maint you might hear the quiet mumbling of assistants exchanging drugs

Re: sound and ambience

Posted: Tue Jun 27, 2017 3:05 am
by Mark9013100
Footsteps would be good as soft pats, like not enough to notice unless it's the only sound being made.

Re: sound and ambience

Posted: Tue Jun 27, 2017 3:32 am
by Steelpoint
Footsteps would be a good step to add some ambience to the game, they would need to be quite however.

It may be a issue due to our movement speed being very fast but that can be countered by just making the foot sound tick every five or sex tiles moved or something similar.

Re: sound and ambience

Posted: Tue Jun 27, 2017 5:35 am
by Armhulen
re-add memememe.

Re: sound and ambience

Posted: Tue Jun 27, 2017 5:53 am
by Steelpoint
Smoopadoop has the right idea, I think a good first step is to have every single action a player can do to make a sound.

Unlocking and locking closets, taking off and putting on clothing, switching fire modes on firearms, flipping up and down welding masks and riot helmets, having a radio effect when someone speaks into a radio, etc, etc.

The big issue is getting the sound assets that sound good.

Re: sound and ambience

Posted: Tue Jun 27, 2017 10:18 am
by Smoopadoop
does anyone have a good enough sound recorder to do foley for us

also are we allowed to rip sfx from well known games? some of those are good
[gmod cloth sounds intensify]

Re: sound and ambience

Posted: Wed Jun 28, 2017 6:29 pm
by tacolizard
no you can't rip sounds from other games unless they're open source with a compatible license.

also, obligatory shill for my PR which adds a TON of atmosphere: https://github.com/tgstation/tgstation/pull/28478

Re: sound and ambience

Posted: Thu Jun 29, 2017 1:39 am
by Smoopadoop
hey thats actually pretty good