Comments (5)
Footstep sounds take up too many channels, which means other sounds get cut out. This means footsteps should not be played once they are too silent/distant, but the existing sound play routine clamps the distance.
from cdogs-sdl.
Solution:
- Remove distance clamp (this means if any sound is too distant, it won't be audible at all)
- Distant sounds don't play at all - don't take up a sound channel
- Tweak distance attenuation factor
- Implement footsteps as a "distant" sound; i.e. add a number to the footstep distance
from cdogs-sdl.
- Sync footsteps up with the animation, instead of using
soundLock
- Make sure footstep sounds are very short, to prevent using up twice the number of channels
from cdogs-sdl.
The footsteps need to have randomised pitch, otherwise the "machine gun effect" becomes too jarring. This could either be done by making a few sound files of different pitch, or implement a pitch shift effect for SDL mixer.
from cdogs-sdl.
I wanted to implement a random pitch shifter for the footsteps in SDL_mixer, but it appears its support for custom sound effects is completely broken. This kind of task is very easy in OpenAL, but an API change is a huge task that I'd like to put aside for now.
from cdogs-sdl.
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from cdogs-sdl.