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cxong avatar cxong commented on May 12, 2024

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.

cxong avatar cxong commented on May 12, 2024

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.

cxong avatar cxong commented on May 12, 2024
  • 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.

cxong avatar cxong commented on May 12, 2024

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.

cxong avatar cxong commented on May 12, 2024

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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