![]() ![]() Normalize means that the sound should try and fill whatever volume it can, but it should never reduce the volume of any other sound. We use this for things like the irradiated effect. Overlay is the simplest – this doesn’t care how loud other sounds are, and other sounds don’t care how loud it is. ![]() So, the new architecture gives ambient sounds three options – Greedy, Normalize, or Overlay. We’ve got a finite amount of volume to give to all ambient sounds, and we need to figure out a way to share it out. Optimally, as the rain gets louder, we want the ambient sounds to get quieter. You can just overlay the rain over the ambient sound, but this ends up being a bit of a cacophony. For instance – it starts raining, which makes noise. ![]() What seems on the surface like a pretty easy thing gets complicated fast once you start digging a bit. This meant a bit of refactoring of how we create the soundscapes of Hurtworld. We’ve got at least 2 ambient tracks per biome, one for day and one for night. I’ve been setting up the infrastructure to do more complex ambient sounds, as well as some music tracks. Hey Hurtworlders! Couple of things I’ve been working on over the past week. ![]()
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