![]() |
More functions for sounds
Is this possible? Built in EQ (including Hi-pass and Lo-Pass), and Reverb filters accessible through Gscript? Some help from the scripters, and audiophiles in refining this idea would be appreciated.
NPC Code:setsoundverb (a,b,c,d,e);
NPC Code:setsoundeq (a,b,c,d,e);
NPC Code:setsoundhipass (a,b,c);
NPC Code:setsoundlopass (a,b,c);
NPC Code:setsoundpitch (a,b);
I think allowing that the dynamic altering of sound effects will be beneficial for making Graal worlds more submersive. Allowing to alter sounds on the fly for certain situations. For example, if you're in a cave, or large church, you could set all of the sound effects to have a specific reverb. If you're underwater, you could use the Hi/Lo-Pass filters to emulate that. You could even use reverbs and EQs to alter the sounds when a player's character's health is dramatically low, or if they start losing their sanity, that sort of thing. So this was just a quick idea. I think it needs quite a bit of work to become practical. I doubt my commands would be as useful as they could be if implemented as they are. Have at it. |
This is quite possibly one of the best suggestions I have seen in a long time.
|
I've always wanted some more simpler stuff like adjusting tempo and easily changing the volume.
Graal always seemed to lack in the sound department in scripting, perhaps because sfx seems to be one of those things no server really 'needs'. |
I would love if these functions were implented
|
Quote:
PHP Code:
That would make better sound, Maybe a little more definitive than that, but I think that would be perfect. |
Quote:
I guess it's just a balance of use over processing. Maybe having 10 bands wouldn't make a noticable difference compared to 4. |
Wtf is this Cool Edit Pro?
x-x |
Quote:
I said I wanted to be able to change sounds dynamically. I don't want to have to create a new version of a sound for every situation. The same applies to graphics, as mentioned above. |
Quote:
People actually use images, though. I bet a large portion of the active Graal players don't even use sound, one of which includes myself mostly because I find Graal sounds to be annoying. I mean if Stefan is up for it then kuddos to him, but I don't know if it's really worth investing time on. People can currently do all of that with outside programs, though its not as convenient, but the point stays that people don't do it regardless. |
Quote:
|
Even if people were interested in helping Graal in the sound department, no one would because of the lack of software support. Who would want to sit and make 10 different sound effects for the same thing but with minor changes if it could be done dynamically? Graal didn't always have good looking submitted graphics(might not even now..., but back then it was terrible... I have nearly all the graphics from graal14), but that didn't stop Stefan from adding more graphical support.
|
's a fair point, I remember well the Graal Instruments. A different audio file for every note...
|
Quote:
NPC Code:setsoundpart (a,b,c);
To help organize the sound effects more? Maybe with sounds it would be more efficient to just have seperate files in this case. I dunno. I'm not a programmer. |
Quote:
|
Quote:
No. I guess if we wanted to cut out the mids, and keep the highs and lows we would need a normal EQ. Would it be more effective to just have commands that filter all of the sounds coming out of the player's speakers rather than doing them each individually? Or a mix of both? |
All times are GMT +2. The time now is 02:32 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.