Sounds!
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Sounds!
It wouldnt be very hard to generate a collision sound on collision, the way i propose it
1. on each collide the strength of the collision and sim time is used to form a statistical collides per second + wave depth figure which can then be used to produce all the buzzing you would normally expect from a mechanical construction
2. If there is a collision that greatly differs in strength then the statistical average it makes a single sound ranging from a clunk to a boom depending on the strength of the collision in relation to average
3. each object gets a few new modifiers that determine a) the scale of the simulation in relation to the source sounds (to avoid an oversized patty cake make a boom equivalent to a nuke for example) b) the lower collide strength threshold for sound generation to lower the computation requirements because everything that isnt fixated is constantly moving around anyway and no need for unnecessary quiet hums that you cant hear anyway c) sound on/off switch, self explanatory
a simple addition like that would greatly enhance the fun factor of the program and open up whole new design goals like whose engine sounds better or who can build the most silent robotic ninja
1. on each collide the strength of the collision and sim time is used to form a statistical collides per second + wave depth figure which can then be used to produce all the buzzing you would normally expect from a mechanical construction
2. If there is a collision that greatly differs in strength then the statistical average it makes a single sound ranging from a clunk to a boom depending on the strength of the collision in relation to average
3. each object gets a few new modifiers that determine a) the scale of the simulation in relation to the source sounds (to avoid an oversized patty cake make a boom equivalent to a nuke for example) b) the lower collide strength threshold for sound generation to lower the computation requirements because everything that isnt fixated is constantly moving around anyway and no need for unnecessary quiet hums that you cant hear anyway c) sound on/off switch, self explanatory
a simple addition like that would greatly enhance the fun factor of the program and open up whole new design goals like whose engine sounds better or who can build the most silent robotic ninja
- Mr_Stabby
- Posts: 155
- Joined: Wed Dec 16, 2009 12:16 am
Re: Sounds!
This would be awesome. I support it.
But if this may be too complicated to implement for whatever reason, it could always just be onCollide -> play C:\...sound.wav or something
But if this may be too complicated to implement for whatever reason, it could always just be onCollide -> play C:\...sound.wav or something
-

JDKmedeng - Posts: 37
- Joined: Mon Nov 30, 2009 2:03 am
Re: Sounds!
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Chronos - [Most Active Member 2010]
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