Soundsystem of ET:QW


(airon) #1

Is Information on the sound system of ET:QW available yet ?

Having designed a bunch of stuff for Q3 engine games(and a bunch before that) I’m very interested in what this game can offer me.

Any docs available ? I’d like to start reading up on it, so I’m ready for doing work on a MOD or map that I’ll be contributing to.

Airon
Truecombat/Team Terminator


(Loffy) #2

Good thread.
Will it be .wav files as usual? And mono?


(nUllSkillZ) #3

AFAIK D3 uses ogg.
But wav can be used too.


(matze) #4

True, Quake 4 too.


(airon) #5

I was thinking whether or not first person sounds will be seperated from 3rd person sounds, what will be stereo(like 1st person breathing, impacts, shots and movement for example), how distance is used, how many distance zones for sounds there are, how weapon sounds are split up (reload steps, deploy, holster, ironsight aim, drop) … and so on.

And how do ambiences work ? Are they stereo, scripts similar to HL2, transitions between zones, overlapping or just one enviroment at a time ?
How do vehicle sounds work ? Startup, shutdown, power levels, 1st person - 3rdperson sounds ?
Sound triggers, voice overs, DSP effects …

All that jazz. Let’s have it then. Pretty please :slight_smile: .

Airon
Truecombat/Team Terminator


(ouroboro) #6

I just hope ET:QW doesn’t require OpenAL-capable hardware for properly working directional audio, like Q4 does. That was a huge mistake, IMO.


(airon) #7

Bump.

Where’s the dev info on the sound system ?

We love you. Give us some sugar here.


(Pytox) #8

Would mp3 also be usable? :slight_smile:


(airon) #9

I wouldn’t bet on it Pytox. Besides, OGG is superior in almost every way. It is sample accurate, as in you don’t get that 1105 samples delay up front, and as a result you can also loop OGG files cleanly.

If I were to pick, I’d choose OGG over MP3 for any game sound.


(Shaderman) #10


Tapir Surround


(Sauron|EFG) #11

Not to mention it’s patent-free.


(TNR360) #12

Call of duty 2 engine uses MP3


(BrightSoul) #13

As you may know, Windows Vista has dropped the Hardware Abstraction Layer that XP has and, as a consequence, you will get no audio hardware acceleration for all those games that use EAX / DirectSound.

It would be a mistake not to use OpenAL, actually.
Vista allows 3rd party 3D audio APIs to access the hardware directly and that is why all those OpenAL games should still work fine with proper drivers installed.

On a side note, Creative is working on a solution called ALchemy project to re-enable EAX support on Vista. For what I can understand, it’s some kind of wrapper that remaps EAX instructions to OpenAL ones.

One way or the other, I think I should just get a Creative Audio Card. You know… just to be sure :roll:


(Graham) #14

Why can’t MS not be wankers and just support the god dam EAX thing!


(ayatollah) #15

Don’t think its a case of them being wankers they just support the system that will bring the best results, from their point of view.


(ouroboro) #16

As you may know, Windows Vista has dropped the Hardware Abstraction Layer that XP has and, as a consequence, you will get no audio hardware acceleration for all those games that use EAX / DirectSound.

It would be a mistake not to use OpenAL, actually.
Vista allows 3rd party 3D audio APIs to access the hardware directly and that is why all those OpenAL games should still work fine with proper drivers installed.

On a side note, Creative is working on a solution called ALchemy project to re-enable EAX support on Vista. For what I can understand, it’s some kind of wrapper that remaps EAX instructions to OpenAL ones.

One way or the other, I think I should just get a Creative Audio Card. You know… just to be sure :roll:[/quote]

OpenAL [essentially] requires a Creative card. I find this offensive.


(DG) #17

Why? :slight_smile:


(airon) #18

Is any developer info on the sound system available yet ?

Have I missed it ? Splashdamage, what’s the word ? Or when shall it be brought down upon us ?


(escapedturkey) #19

They should consider implementing Miles3D which covers all the standards. Or at least provide raw 5.1 channels like Quake 4 does.

What I miss in Doom 3 and Quake 4 are the Quake 3 doppler swoosh sounds. Those were more helpful than directional sounds when it came to understanding near-misses.


(SlippytheWeasel) #20

I don’t think any Vista issues will mean much, since the devs decided AGAINST making the game to work primariliy in Vista.

From what I’ve been reading, Vista is a gamers nightmare. Sucks all the memory away, and games (if they work at all) are sluggish compared to XP.

Slippy