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Author Topic: Orbiter Sound 3.5- Dan, you are going to hate me!!!!  (Read 6239 times)

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Offline sunshine135

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09 May 2007, 18:25:20
Dan,

I was playing around with doing a sequential editor soundpack for the DGIV approach to the Phobos base when a crazy thought
came to me. Currently the sequential editor is based on time slot. This means that the ship has to reach a certain point by a
certain time for the sequential editor to make sense in the scenario.

Would it be possible, without a major overhaul to the editor, to make the sound file dependent on the focused object's
altitude or distance to a given body instead of time slot? That could make for some very enriched scenarios and give a lot of
depth to the Orbiter mission.

For example:

DGIV is focused object at 10km above the surface of Phobos play approach.wav

where the underlined are variables that could be adjusted

If the answer is no, I am still considering doing a special sound pack for the Phobos approach, but will maybe just put
together a generic sound pack for DGIV that could be utilized otherwise.

Thanks for such great work!!!


"Sun Dog"

Offline DanSteph

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Reply #1 - 10 May 2007, 01:01:34
Sorry, this would be a 15 days work where I have still hundreds hours to go
and a bank account that blink violently red...

Also this feature took me a lot of time and in 4 years I think only 5 pack
whent out, seem I wasted my time. Maybe you're right I should have
done a sort of scripting system  instead of fixed timing ? (not sure
there would be much more pack yet anyway)

Anyway OS 3.5 will be a minor update... maybe for 4 ?

Dan



Message modifié ( 10-05-2007 01:06 )


Offline picto

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Reply #2 - 10 May 2007, 02:45:45
Dan i've been trying to build sequences and it is because it is based
on time that it is not very useful. sunshine idea is a great idea.
Don't think you always waste your time when you do such things.
May be we should send you more feedback.

If this editor is based on actions I'm sure to use it very often ;)


Pic

Offline sunshine135

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Reply #3 - 10 May 2007, 03:00:55
Quote
DanSteph wrote:
Sorry, this would be a 15 days work where I have still hundreds hours to go
and a bank account that blink violently red...

Also this feature took me a lot of time and in 4 years I think only 5 pack
whent out, seem I wasted my time. Maybe you're right I should have
done a sort of scripting system  instead of fixed timing ? (not sure
there would be much more pack yet anyway)

Anyway OS 3.5 will be a minor update... maybe for 4 ?

Dan


Understood...Bank account comes first.
Sign me up for Beta test for 4.0 ;)


"Sun Dog"

Offline DanSteph

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Reply #4 - 10 May 2007, 03:17:03
Quote
picto a écrit:
Dan i've been trying to build sequences and it is because it is based
on time that it is not very useful. sunshine idea is a great idea.
Don't think you always waste your time when you do such things.
May be we should send you more feedback.


During some minute after reading shunshine's post my brain started at light speed again
 and I had the sudden feeling that I must do this immediattely. :badsmile:

Of course this is a no no :sad: you know why...

My idea was as follow:

A parameter in DGIV scenario giving a script to execute:


GL-01::DeltaGliderIV
blabla
SoundScript SunshinePhobosAproach
blabla


Now in "sound/Scripts/ShunshinePhobosAproach"
you have first a config file with the script and also
all the wav related.

The config script himself would look like ASCENT autopilot
with events that are in sequence and played only once.

Trigger command could be ALT VERTSPEED SPEED LANDED ECC

ALT: <5000  PLAYRADIO: HereIsPhobosBaseWelcome.wav
ALT: <2000  PLAYRADIO: HelloAgain.wav


You get the picture... One can make VERY exciting "adventure scenario" using this.
Still I'm not certain that we would see dozen of sound script...
Camera replay of Martin is a nice feature, there is not much available.

Dan



Message modifié ( 10-05-2007 03:20 )


Offline sunshine135

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Reply #5 - 10 May 2007, 03:22:58
The hard part I have found is getting the sounds right (loud enough, soft enough, no birds chirping in the
background), but the altitude idea is too cool to pass up. Again, all things considered, your wife and two wonderful
children come first.


"Sun Dog"

Offline picto

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Reply #6 - 10 May 2007, 04:10:35
I understand, but keep this sort of ideas in a little corner of your mind ( Englishmen, don't laugh it's a french litteral
translation ) It will be very useful for a lot of Addons makers. And sound is a part that is not very ... fed up with
english ... C'est un des éléments qui n'est pas suffisammment utilisé alors qu'il peut vraiment aider à l'immersion, à la
création de mondes différents ...  Of course we can use Orbiter sound as it is now ... It's really good to build ambiant.



Message modifié ( 10-05-2007 04:21 )

Pic

Offline DanSteph

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Reply #7 - 10 May 2007, 04:16:44
You mean that sound is very important, I agree.

Since FA-18 interceptor on my old amiga I tell this: the sound is sometime even more
important then image. On FA18 Interceptor wich is dated 20 years ago the feeling
was really here when you engaged the post combustion because the sound
was excellent and loud...

BAOUUUMFFFFF...

While on the image there was only a litle tiny flame made by some big pixel ;)

Dan


Offline picto

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Reply #8 - 10 May 2007, 04:23:38

Et il suffit de regarder certaines scènes de films
redoublées en mode comique pour s'en rendre compte.
Souvent l'image deviens ridicule !


Pic

Offline sunshine135

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Reply #9 - 10 May 2007, 04:48:36
Quote
picto wrote:
I understand, but keep this sort of ideas in a little corner of your mind ( Englishmen, don't laugh it's a french litteral
translation ) It will be very useful for a lot of Addons makers.

Pic,

Us crazy Americans have a similar saying- "keep it in the back of your mind", or "put it on the back burner"

I agree that this would be very useful for add-ons. It would be about as close as you could come to putting in a fully robust
ATC system. In fact, you could use it for hand-off's and sort of come up with an Orbiter standard for ATC:

Ex:

at 0km Ground (local base)
within 30 km Approach (local base)
within 30-300 km  (Center for the planet)
after 300km (an uncontrolled frequency for interplanetary communications- like a multicom with random comms for the solar system)

It could make for some very interesting scenarios...


"Sun Dog"

Offline DocHoliday

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Reply #10 - 10 May 2007, 19:36:34
heh, this is a deja vu for me.

I also quite understand the bank account priorities, BUT.. if you ever get around to it, I'm interested in that feature
too... just so that you know there's like .. 3 of us, that would be happy with a feature like that :badsmile:

Basically to have event-triggers (absolute and relative - altitude, distance, bank, speed, acceleration, etc).

The other day I was just trying to setup a scenario for a renewed version of my Direct Ascent scenario and remembered how
much more reliable such adventures would be if I could trigger sound sequences (hidden instructions, easter eggs, funny passenger voices etc.) by events, not seconds. By the way, the ascent prog I created for DG3, still works and puts the DGIV in a nice 360km circular orbit - which is quite near to where ISS is.

ANYway...... If and when you have too much time on your hands... if that will ever happen! :) Keep us in mind.



Post Edited ( 05-10-07 19:38 )

~~~

"Mood is a matter of choice. I choose to have fun!" -Vidmarism No 15

Offline Tachyon

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Reply #11 - 11 May 2007, 02:39:22
Just reading along here.....and I agree whole hearthly,  the theator of the mind benefits greatly from good aural input.

I had to chuckle tho ...... Dan - you have an Amiga - which one?

I have the #7th A1000 unit sold in the Chicago, Illinois area.  With the signed under side of the case lid. The
expanded memory up front. The addon HD and floppy. Does "Eagle Loop" ring any bells ???


My god - it's full of stars !

Offline picto

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Reply #12 - 11 May 2007, 06:35:13

Est il possible de " forcer" une Playlist mp3 sur un Addon ?
Je veux dire, si dans le Zip, tout a été préparé, la liste de MP3
et la Playlist en m3U.

Comment faire pour que ce soit cette Playlist là et pas une autre
qui soit automatiquement choisie au lancement d'un scénario ?
J'y arrive chez moi ... pas difficile en virant toutes les autres playlists.
Mais pour un addon, je trouve ça limitant. Chiant pour l'utilisateur.


De la même manière, je pédale un peu dans la choucroute sur
le sequential radio editor. Faire les listes avec les timings et tout .... facile.

Mais là ou ça se corse, c'est au lancement d'Orbiter. Comment faire pour
supprimer les sons par défaut ? J'ai pourtant fais un Save the sequence file
mais rien sur Orbiter.


Pic

Offline sunshine135

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Reply #13 - 11 May 2007, 11:59:05
That would be neat if each add-on could have their own frequency via their own playlist. I think that was what Dan was
getting at also, by stating at "this altitude" play "this .wav" This would be great for ships.

For UMmu or bases though, that would require some other "trigger" to cause the sound file to play. For instance, Prelude II
couldn't go off of altitude, but it seems Dan built something like what you were talking about into that base Pic.

The problem I see is "user friendly interface", as it is obvious that Orbiter can handle the specific .wav files for the
specific addon, but independent of the frequency settings that are currently used. The cool thing would be you could focus on
producing a soundpack for a single ship versus for the entire Solar System. That may be far less intimidating to some
potential add-on developers.

Cheers,


"Sun Dog"

Offline DanSteph

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Reply #14 - 11 May 2007, 15:20:47
The biggest error of sequential wav was to make it frequency dependant.
It should be scenario dependant. One parameter in one ship give the
sound folder to use where is the script and the sounds.

Picto: tu serait obliger de faire un truc pas sympa: ecraser la playlist
du gars sont fichier config pour la frequence radio et sont fichier config
pour Orbiter sound.... pas sympa du tout.

Sinon par wav et modules... on peut tout faire.

Dan

« Last Edit: 11 May 2007, 16:56:25 by DanSteph »

Offline reekchaa

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Reply #15 - 11 May 2007, 16:56:24
Quote
DanSteph wrote:
During some minute after reading shunshine's post my brain started at light speed again
 and I had the sudden feeling that I must do this immediattely. :badsmile:
Dan
Hey Dan... have you fully checked out ArtLav's Orbiter Scripting Language  yet?  I've been pretty impressed with what
he's able to trigger so far, creating some powerful adventure scenario options.  It's all beta, but allows some great
functionality.  See it here:  http://orbit.m6.net/Forum/default.aspx?g=posts&t=13502


« Last Edit: 11 May 2007, 16:56:25 by reekchaa »
~ the Reekchaa