Pitch bending
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Wednesday Grimm
Ex Libris
Join date: 9 Jan 2003
Posts: 934
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08-28-2003 09:56
Right now sound effects are dopplered, they change pitch if you approach or receede from the source at speed.
It would be cool if we could vary the pitch of sounds in other cases, two examples:
Footsteps and collision sounds - these become repetitive and boring really fast, if they varied randomly, it would sound more realistic
Script sound effects - if a script could control the pitch of a sound, it could randomly vary the sound and the various bleeps and bloops and thuds and other atomospheric sounds would be much more interesting and natural.
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Darwin Appleby
I Was Beaten With Satan
Join date: 14 Mar 2003
Posts: 2,779
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08-28-2003 09:58
OH PLEASE PLEASE do this.
When I'm wearing headphones this is what I hate to hear:
clickclickclick clickclickclick clickclickclick clickclickclick clickclickclick
GRRR
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Touche.
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Darwin Appleby
I Was Beaten With Satan
Join date: 14 Mar 2003
Posts: 2,779
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08-28-2003 09:59
Oh, I was talking about the typing sound lol
But llSetSoundPitch would be good. Maybe that could help in making musical instraments in SL.
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Nergal Fallingbridge
meep.
Join date: 26 Jun 2003
Posts: 677
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08-28-2003 10:13
From: someone Originally posted by Darwin Appleby Oh, I was talking about the typing sound lol
But llSetSoundPitch would be good. Maybe that could help in making musical instraments in SL. Oooooh. For years, I've wanted to make a musical kinetic sculpture, but never could because of RL laws of physics (boo) -- and this might actually help make it possible... > 
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
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08-28-2003 20:33
I like this. I could make my attachments sound more realistic.
I could also make a .mod player. >:)
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
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10-31-2003 01:05
(kick)
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
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10-31-2003 07:25
I'm for it. It would make it much easier to extend the Marimball physical music instrument in Blue (NE corner).
I have the footstep sounds turned completely off. They ARE just too bloody annoying. Of course, people tend to sneak up on me now...
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Philip Linden
Founder, Linden Lab
Join date: 18 Nov 2002
Posts: 428
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11-04-2003 11:42
We already use a filterbank approach to 'bend' a noise source to make the wind sounds you hear today.
Doing this for multiple sources in the environment is a great idea but computationally fairly expensive - but I will enter it into our feature database as something to talk about and analyze.
Good thought.
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Wednesday Grimm
Ex Libris
Join date: 9 Jan 2003
Posts: 934
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11-04-2003 13:27
From: someone Originally posted by Philip Linden Doing this for multiple sources in the environment is a great idea but computationally fairly expensive - but I will enter it into our feature database as something to talk about and analyze.
Thanks for the response Philip, would this be more expensive than the dopplering that's done on sound sources today? The only reason I can think of is that that can be done on the client side whereas what I'm proposing would be a server event.
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Charlie Omega
Registered User
Join date: 2 Dec 2002
Posts: 755
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11-04-2003 16:56
OOOh yea, Huns cool .mod player  gotta love the ole Amiga days  I still got 10 to 50 Amigas laying around. They were great Mod machines. Speaking of which, it would be nice to be able to play .mod in SL. So then I don't have to convert them to .wav 
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From: 5oClock Lach With a game based on acquiring money, sex, and material goods, SL has effectively recreated all the negative aspects of the real world. Mega Prim issues and resolution ideas.... http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/
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