Algodoo needs SOUND!!!

Suggest changes and improvements to Algodoo.

Re: Algodoo needs SOUND!!!

Postby RicH » Mon Oct 19, 2009 12:40 pm

This makes me excited :D
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Re: Algodoo needs SOUND!!!

Postby Sniperkasa » Mon Oct 19, 2009 3:14 pm

admin wrote:What can I say. Yes, Algodoo needs SOUND!

WOOHOOOOO :clap:
Once again the admins are on our side, and this will REALLY be revolutionary, I'll finally get sound to my trambone I built a while ago xD :thumbup:
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Re: Algodoo needs SOUND!!!

Postby Tank2333 » Mon Oct 19, 2009 5:47 pm

Conundrumer wrote:
admin wrote:However, we want to do something that is a bit more fancy than just playing sounds on events...

Le gasp
Classified information, I see...
And I will bring up this question once again: How would (old school) rockets sound?


i think u would not want to hear that ^^ because the ears gonna bleed after that

to know that algodoo will have sound in future is great to hear
i think an simple sulotion would be to have a oncollide playback where the pitch and volume is depends on density friction bounceness and energy of the objects

but algodoo is a physic simulation thats not realy the best solution XD
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Re: Algodoo needs SOUND!!!

Postby Sonic » Mon Oct 19, 2009 6:03 pm

Physicsguy wrote:
admin wrote:However, we want to do something that is a bit more fancy than just playing sounds on events...


Woah... I'M SO EXCITED!! Wow, this is going to be amazing. Algodoo is probably the most advanced and most developed (as well as most popular) physics engine/toy that exists!

Nah, G-mod has it beat there. WAAAAY more advanced. Sorry, I just had to put that out there.
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Re: Algodoo needs SOUND!!!

Postby izacque » Tue Oct 20, 2009 12:50 am

Sonic wrote:
Physicsguy wrote:
admin wrote:However, we want to do something that is a bit more fancy than just playing sounds on events...


Woah... I'M SO EXCITED!! Wow, this is going to be amazing. Algodoo is probably the most advanced and most developed (as well as most popular) physics engine/toy that exists!

Nah, G-mod has it beat there. WAAAAY more advanced. Sorry, I just had to put that out there.


puy 2d in there and he just might have it. :clap:
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Re: Algodoo needs SOUND!!!

Postby Fujitsu » Tue Oct 20, 2009 2:15 am

Sonic wrote:Nah, G-mod has it beat there. WAAAAY more advanced. Sorry, I just had to put that out there.


HAHA-no.
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Re: Algodoo needs SOUND!!!

Postby RicH » Tue Oct 20, 2009 12:14 pm

Sonic wrote:Nah, G-mod has it beat there. WAAAAY more advanced. Sorry, I just had to put that out there.

G-mod? Advanced? lol
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Re: Algodoo needs SOUND!!!

Postby Sniperkasa » Tue Oct 20, 2009 1:53 pm

G-mod.. not very advanced :roll: Are you joking or what?? :shock:
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Re: Algodoo needs SOUND!!!

Postby RicH » Tue Oct 20, 2009 1:57 pm

In terms of accurate physics, nope.
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Re: Algodoo needs SOUND!!!

Postby HaakonXCI » Tue Nov 24, 2009 9:11 pm

This would be very interesting and I suspect a tedious task for this application. I just hope if it is implemented that it sounds good.
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Re: Algodoo needs SOUND!!!

Postby TheWonkits » Thu Nov 26, 2009 2:27 am

/support

Definately put in a limiter, and option to disable sounds for individual objects.

An old school rocket would be obscenely loud if every tiny circle was going "BANG BANG BANG BANG", so it would be nice I guess to be able to disable the sounds for the rocket "fuel".
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Re: Algodoo needs SOUND!!!

Postby blahblah200 » Fri Nov 27, 2009 2:03 pm

SUPPORT!!

This would be aa great feature in Algodoo because then you could have clickable buttons that played a sound! You could also make movies in Algodoo using screenshots and a circle wheel.
Heres an idea - what about soundshots?!! So it could record the sound for a certian period of time and you could also have system.regularSoundshots as well as system.regularScreenshots!
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Re: Algodoo needs SOUND!!!

Postby RicH » Fri Nov 27, 2009 3:21 pm

If you noticed, your suggestion was made AFTER this one. Making yours useless.

Hating your spam signature btw.
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Re: Algodoo needs SOUND!!!

Postby Laraso » Sun Nov 29, 2009 6:20 am

I'm usually not one to do this, but I don't support. I really am not usually the one to do this.

First, if the game were to assign sounds to objects automatically, that would get annoying. Just, no.

Second, in my own personal (MY OWN PERSONAL, NOT YOURS) opinion, Phun / Algodoo never seemed like it was meant to have sounds. It won't seem like the same thing with sounds, and I don't care if it is optional or not.

Third, if many sounds began playing at the same time, it could cause serious game lag.

Those are my three reasons I do not support, if you don't like it please get over it.

Off topic, G-Mod would beat Algodoo in a popularity contest any day.
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Re: Algodoo needs SOUND!!!

Postby izacque » Mon Nov 30, 2009 5:52 pm

I still like the idea of putting an addition to thyme to allow us to thyme sounds.

onCollide --> playSample
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Re: Algodoo needs SOUND!!!

Postby Sonic » Tue Dec 01, 2009 5:32 pm

Yeah it would be nice, but i don't want them just slapping a crappy sound program in there and calling it done. If sound's gonna work, it has to fit with Algodoo.
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Re: Algodoo needs SOUND!!!

Postby Frank » Wed Dec 02, 2009 10:24 am

I've said it before and I'll say it again. If there is some sort of procedural sound generation that makes a unique sound for every geometry and conceivable collision, and those sounds somehow make sense most or all of the time, I probably wouldn't mind it. Otherwise NO NO NO. I don't want sound unless it's done REALLY well, and there are many things that I think need the attention more. Algodoo is fine as a silent game. It promotes using your own music to get the creative juices flowing, and there's less to distract you. Anything but the best imaginable sound implementation will just be cheesy and annoying.

Packaging a copy of the Phun theme in with the download wouldn't be bad, though. I like it.
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Re: Algodoo needs SOUND!!!

Postby RicH » Wed Dec 02, 2009 12:41 pm

Judging from this:
admin wrote:However, we want to do something that is a bit more fancy than just playing sounds on events...


I'm guessing they aren't going to go with a simple sound feature ;)
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Re: Algodoo needs SOUND!!!

Postby Paradigm 29 » Thu Dec 03, 2009 1:11 am

It would be awesome if they could give us the quick fix of using oncollide to play sounds placed by the user similar to how textures work. If they did that then we could all have fun making musical instruments and stuff.

I think that automatic sounds would be nice, but you have to think about the user's mental projection of their scene. A user might imagine that their box sounds like a block of wood, a pane of glass, a plate of steel, or a piece of foam. It doesn't matter to them if the box is 222kg/m^3 and 2m tall by 10m long - when it collides with something they might imagine the sound of a PVC pipe hitting a basketball. If you implement an automatic sound though, they would have to alter the physical properties of the box to get the right sound or just live with the dull thud they should really hear.

Therefore I definitely support sound. I think it's a dimension that the game has always been lacking and I've mentioned my wish for sound before.
I also support a user placed sound byte that can be played OnCollide.
I even support automatic sounds, but only because they would reflect another aspect of physics (the ability to disable them would also have to be added).
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Re: Algodoo needs SOUND!!!

Postby Sonic » Thu Dec 03, 2009 4:46 pm

Well, what they could do is make a generic "thump" when non-material objects collide, but when you make materials you could insert a collision sound for the material in the folder, so that when it colllides it makes that noise instead.
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Re: Algodoo needs SOUND!!!

Postby BluGain » Sat Dec 05, 2009 1:10 pm

Physicsguy's version is a very good idea :thumbup:, because it doesn't slow down your PC as much as a real physics calculation.

But look at this: http://www.youtube.com/watch?v=wotyoPZkpXk

Reducing the complexity of these sound calculation algorithms, we could get almost real, unique sounds in every scene. However this solution needs objects to be flexible, to generate sounds.
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Re: Algodoo needs SOUND!!!

Postby tatt61880 » Tue Sep 28, 2010 1:47 am

Just for a reminder: ;)
admin wrote:What can I say. Yes, Algodoo needs SOUND!
It will happen ;)

However, we want to do something that is a bit more fancy than just playing sounds on events...
NOTE: I'm not an Algoryx member.
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Re: Algodoo needs SOUND!!!

Postby Rideg » Tue Sep 28, 2010 8:22 am

Play a sound file on collision?
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Re: Algodoo needs SOUND!!!

Postby Rideg » Tue Sep 28, 2010 8:24 am

tatt61880 wrote:Just for a reminder: ;)
admin wrote:What can I say. Yes, Algodoo needs SOUND!
It will happen ;)

However, we want to do something that is a bit more fancy than just playing sounds on events...

Well then. Not time to give up on this just yet ;D
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Re: Algodoo needs SOUND!!!

Postby Rideg » Tue Sep 28, 2010 8:26 am

And maybe like a "texture matrix" for sound files so you can play them slower, faster, higher, lower and so on. :thumbup:
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