Development > Sounds and Music

A facelift for footsteps/terrain

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DexCisco:
While some of the footstep sounds are OK, many of them sound like someone whacking the ground with a stick.  There is also no variation in the step sounds, so they are all "clunk, clunk, clunk, clunk".  It would also be nice if the sounds could be standardized a bit more in terms of length and the general footfall sound so they blend together better.  I have been looking at the terrain.ufo file, as well as the team_*.ufos.  The team ufos have lists of sound files for wounding and dying sounds for the various units.  I think the same thing could be done to the terrain.ufo, allowing each terrain to have multiple footstep sounds, perhaps with alternate sounds for crouched walking, heavy steps (like Ortnoks, Power Armor), spiders, tracked,  wheeled (UGVs) etc. as needed as well as grenade bounce sounds.  The code should be very similar to how the team defs are parsed and used.  Terrain.ufo also needs new entries for the added textures, as well as bouncefractions set in each.

I don't know that much C++, but I think I may be able to figure out well enough how to reuse the existing code to create the new structure.  It will still be a lot of work though.  Is anyone else working on something like this?

Crystan:

--- Quote from: DexCisco on November 21, 2012, 01:06:14 am ---While some of the footstep sounds are OK, many of them sound like someone whacking the ground with a stick.  There is also no variation in the step sounds, so they are all "clunk, clunk, clunk, clunk".  It would also be nice if the sounds could be standardized a bit more in terms of length and the general footfall sound so they blend together better.  I have been looking at the terrain.ufo file, as well as the team_*.ufos.  The team ufos have lists of sound files for wounding and dying sounds for the various units.  I think the same thing could be done to the terrain.ufo, allowing each terrain to have multiple footstep sounds, perhaps with alternate sounds for crouched walking, heavy steps (like Ortnoks, Power Armor), spiders, tracked,  wheeled (UGVs) etc. as needed as well as grenade bounce sounds.  The code should be very similar to how the team defs are parsed and used.  Terrain.ufo also needs new entries for the added textures, as well as bouncefractions set in each.

I don't know that much C++, but I think I may be able to figure out well enough how to reuse the existing code to create the new structure.  It will still be a lot of work though.  Is anyone else working on something like this?

--- End quote ---

Mattn is already working on something like this (i hope), based on my idea: http://ufoai.org/wiki/Proposals/Sound/Footstep_Sounds
Its also noted in my Get rid of the Silence thread. Team based footsteps are also already in the code. Ill create new footsteps as soon as everything of the stuff is ingame and working.

DexCisco:
I thought about categorizing the textures too.  It would make it more maintainable, but it is a bigger change and involves changes in more places in the code.  But I suppose if you are going to do it, do it right.  I was thinking something more like this:

terraintype grass
{
   bouncefraction 1.0
   sounds {
      footsteps {
         normal (
            "footsteps/grass"
            "footsteps/grass1"
            "footsteps/grass2"
         )
         crouched (
            ...
         )
         heavy (
            ...
         )
         spider (
            ...
         )
         wheeled (
         )
         ...
         
      }
      bounce (
         "weapons/grenade-bounce-grass"
      )
      
   }
   textures(
      "tex_nature/grass001"
      "tex_nature/grass"
      ...
   )
}

H-Hour:
The best place to put stuff like this is in the Discussion page for the Proposal in the wiki. The forums drift into obscurity after a while.

DexCisco:
OK.  Moved it there (didn't know I could edit the wiki), but there doesn't seem to be any link to the discussion page unless you are in edit mode.

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