View Single Post
  #1  
Old 03-26-2007, 06:05 PM
haunter haunter is offline
Registered User
haunter's Avatar
Join Date: Mar 2001
Posts: 7,989
haunter is on a distinguished road
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);

  1. Index (like with a setimg, can SFX have an Index?)
  2. Room type (Cathedral, Hall, etc, etc. Whatever algorithms you can get a hold of. Set with 1,2,3 etc)
  3. Room size (1,2,3, Large, Medium, Small)
  4. Decay (In seconds)
  5. Pre-Delay (in milliseconds)

NPC Code:
setsoundeq (a,b,c,d,e);

  1. Index
  2. 80Hz (Gain Change in Db (-20 to 20?))
  3. 1.2kHz
  4. 4.8kHz
  5. 12kHz

NPC Code:
setsoundhipass (a,b,c);

  1. Index
  2. Q (measured in Db/Octaves. It dictates the 'steepness' of the filter)
  3. Frequency (in Hz)

NPC Code:
setsoundlopass (a,b,c);

  1. Index
  2. Q (measured in Db/Octaves. It dictates the 'steepness' of the filter)
  3. Frequency (in Hz)

NPC Code:
setsoundpitch (a,b);

  1. Index
  2. Ratio (b/1)

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.

Last edited by haunter; 03-26-2007 at 06:26 PM.. Reason: Added a new filter idea
Reply With Quote