A Question: Sound mapping attached to materials
by Bryce "Cogburn" Weiner · in Torque Game Engine Advanced · 06/16/2005 (10:20 pm) · 4 replies
A purely ambiance effect, but if when you continue to revise the material system if you could consider adding sound mapping to materials I think it would add new dimensions of realism to the TSE.
Basically what I envision is a way to specify per vehicle/player object a sound effect that is to be played based on the current material that the object is in contact with. Metal clanks for boots on metal, or the sounds of shifting sands under tires as a buggy plows through desert sands.
I hadn't seen this mentioned previously (or in the nifty new search feature) so I figured I'd ask to see if this was being considered.
Basically what I envision is a way to specify per vehicle/player object a sound effect that is to be played based on the current material that the object is in contact with. Metal clanks for boots on metal, or the sounds of shifting sands under tires as a buggy plows through desert sands.
I hadn't seen this mentioned previously (or in the nifty new search feature) so I figured I'd ask to see if this was being considered.
#2
06/17/2005 (12:23 pm)
Why not just fire off the sound attached to the impacting object based on the material name from the impacted surface?
#3
@Peter: I haven't dug too far into the new material system yet so I hadn't realized that would be a valid solution. But would that solution be able to specify a unique sound per object, not just per material?
06/17/2005 (12:58 pm)
@Kip: That is precisely what I was after. Some sort of datablock that can be attached to objects so that within this datablock you can specify A) a specific material and B) a specific sound that fires when that object comes in contact with that material. You could even create a "default" so you need not specify a sound for every material.@Peter: I haven't dug too far into the new material system yet so I hadn't realized that would be a valid solution. But would that solution be able to specify a unique sound per object, not just per material?
#4
You can actually add extra variables to your data blocks much as is usially done for the player datablocks. You would then only need to check against the values of these variables in the case of a collision and trigger the appropriate sound.
I don't know how TSE handles Atlas terrain collisions so I don't know if you would be able to get back a material name from those but, it's certainly possible to script this functionality into DTS and DIFF shape datablocks.
06/17/2005 (3:29 pm)
@BryceYou can actually add extra variables to your data blocks much as is usially done for the player datablocks. You would then only need to check against the values of these variables in the case of a collision and trigger the appropriate sound.
I don't know how TSE handles Atlas terrain collisions so I don't know if you would be able to get back a material name from those but, it's certainly possible to script this functionality into DTS and DIFF shape datablocks.
Torque Owner Kip Carr
Default Studio Name
There is only one problem, or at least it makes it more complicated. And that is you would have to have multiple sounds or something. You dont want a bullet hitting metal to sound the same as boots or a vehicle wheel. Perhaps you could assign sounds on what type of shape it is, so player shape could have one and vehicle shape and so on. I think sounds are currently set up for weapons in there cs files so i dont know if it would be necissary to do anything for them.