Opened 11 years ago
Last modified 3 years ago
#1962 new enhancement
Ambient emitters
Reported by: | historic_bruno | Owned by: | Stan |
---|---|---|---|
Priority: | Nice to Have | Milestone: | Work In Progress |
Component: | Core engine | Keywords: | |
Cc: | stwf | Patch: | Phab:D2401 |
Description (last modified by )
An ambient emitter would be a property of an entity, either a special entity placed in Atlas by the map designer, or associated with a normal entity. Examples: sounds of metalwork for a blacksmith structure, sounds attached to animals, or a grassland ambient emitter placed on a grassy area of the map. The idea is the sound manager or similar would store the ambient emitters and filter them out by the player's camera view, selecting one to play at random. The closer the camera is to the emitter, the more likely it is to play and the louder it would be. Some properties that ambient emitters could have:
- Range - how far the camera can be from the emitter and still hear it
- Priority - could be used to determine which sound to play?
- Cooldown - how long before the sound can play again
- Loop - whether the sound should loop or play once
- Gain - intensity of the sound
Maybe we could extend the sound group XML format to handle some additional properties?
Change History (6)
comment:1 by , 11 years ago
comment:2 by , 7 years ago
Description: | modified (diff) |
---|
A WIP patch is on Phabricator: https://code.wildfiregames.com/P41
comment:3 by , 4 years ago
In 23117:
TimeNotificationOverlay and Ambient class, refs #5387.
Notice TimeNotificationOverlay.xml must be included after PauseOverlay.xml, otherwise there will be a Z/transparency bug, see Phab:D148.
comment:4 by , 4 years ago
Patch: | → Phab:D2401 |
---|
comment:5 by , 3 years ago
Milestone: | Backlog → Work In Progress |
---|
comment:6 by , 3 years ago
Owner: | set to |
---|
#1411 would be helpful for this.