Game Development Community

SFX Documentation

by Edward · in Torque Game Engine Advanced · 12/24/2008 (3:35 pm) · 14 replies

Hello, so i am taking a few minutes of the holidays getting myself and my team ready to go for the after holiday break. And i figured i would get my sound engineer some documentation regarding, formats and some general process for things that can be done or we would like to do.

But darn it all. there is none..

tdn.garagegames.com/wiki/TorqueShaderEngine

even for 1.8
tdn.garagegames.com/wiki/TorqueGameEngineAdvanced/1_8_Beta/SFX/Overview

tdn.garagegames.com/wiki/index.php?title=TorqueGameEngineAdvanced/1_8_Beta/SFX/S...

tdn.garagegames.com/wiki/index.php?title=TorqueGameEngineAdvanced/1_8_Beta/SFX/S...

tdn.garagegames.com/wiki/index.php?title=TorqueGameEngineAdvanced/1_8_Beta/SFX/E...

got a little for everything else. But nothing for sound or even a sound guide to detail to a laymen which sounds might be good for some things or even what is fully capable in the torque code. as in the demos, i have noticed a progressive lack of sound and sounds examples. With this new fancy dandy SFX, it should have been at least a starter guide, at least from the start, we can understand if it gets backlogged over 4-5 years.. but this is a new system, what better time to start witha complete documentation?

And if someone can point me in a better direction for sfx documentation in torque.. please forgive me that i missed it.

About the author

I am working on my first large Game with a team of programmers and artists. I am a avid gamer and am the lead producer and director of Fantasci Hidden War. I have my first published game credit with Chariots as a Level Designer and Interior Artist.


#1
12/26/2008 (6:39 am)
So nothing on this?
#2
12/26/2008 (12:16 pm)
I *think* Michael is working on this, maybe he just didn't see the thread.
#3
12/26/2008 (12:26 pm)
Just a note, I recently was struggling with getting sound working properly in TGB and the end game was that it will not play sounds that are named as numbers...

Such as 1.wav, etc.

I don't know if the limitation will carry over to TGEA, but it was frustrating to figure out.

'Patrick
#4
12/26/2008 (11:00 pm)
Protip: Most people in the western world are on vacation on Christmas day (Dec 25). Worst case you might have to wait until after Jan 1...
#5
12/27/2008 (7:28 am)
Nod, i understand but i figured it was important enough of a issue to warrent a post that does require a response. I was flipping through some of the books, i have. It seems that audio is taken so lightly be many programmers and artists. Books about game design are written with those 2 themes as a focus with a tiny chapter on audio 400 pages of book with less then 20 pages divoted to audio. (my exact count in on was 12 pages, including the title, and consisted mostly of a interview with a pair of sound directors).

I know Micheal is working hard on Documentation, and i hope that whoever did the implimentation of the SFX system would actual start the notes. There is nothing like having the documentation written 2nd hand. I mean really, No offense, but trying to run back and document something thats already in and coded 2nd hand is like asking some to walk up to a car and tell me how its engine was built after the fact. "heres the car, i need a repair manual for the engine, we forgot to make one while it was being made." Sorry to sound synical, but GG knows documentation was a issue, they have Micheal on hand. But yet, after how long of development, this is still a issue?

Now i dont underestimate Mikes enthusism and i enjoy what has been documented so far. But its a long road. And this needs to be done. In fact, if i was the boss, id make this next development cycle a bug and documentation cycle instead of a growth cycle.

I dont mind waiting till the 1st( or so) I understand holidays. I just hope this gets fixed in a reasonable amount of time as its frustrating to have to sit down with the sound engineer and so, sorry, the engines doesnt come with documentation on sound, and since we only have a few examples to work with, we just will have to wait 3-6 months before they get around to it. Yes i forecasted at least that until the other "more important documentation" is completed. I say that with quotation becuase again from each side of the tables point of view its all important, the shaders guys, the ai guys, the level design guys and so forth. We all have our gripes, This one is just happens to be in response to a huge gap for one of my team members. The things i do for my team. :)
#6
12/27/2008 (10:23 pm)
@Edward - This is my fault... i wrote SFX and i've not been quick with writing docs for it.

The API reference can be found in the headers and is fairly extensive and worth a look. I hope to see that exported and in TDN soon as basic reference is always useful.

Still nothing beats having some overviews and articles on specific problems and solutions. I'm doing some work on those now.
#7
12/27/2008 (10:25 pm)
@Patrick
Quote:I recently was struggling with getting sound working properly in TGB and the end game was that it will not play sounds that are named as numbers
That sounds like a bug to me... if you notice this issue with SFX be sure to report it.
#8
12/28/2008 (8:30 am)
Thanks Tom, this is what I wanted to hear, I had just hoped to take time over the holidays to catch, up but its the holidays and i do understand that. But thank you for stepping forward and being aware of the problem.
#9
04/05/2009 (11:32 am)
Just thought i would bump this issue.
#10
04/05/2009 (12:27 pm)
Why bump this issue? O_o

I said I was writing the docs for crying out loud. Do you want me to do a live video feed as I'm writing them?
#11
07/02/2009 (8:47 pm)
Im getting a "Only SFX owners can access this content." error under Audio-SFX- Docs Category in TDN. (ref)

Just curious if there is any content there? Im trying to get some reading for the sound designer of the project Im currently working on.

Till now I got some outdated articles from the TGE section of TDN, and the SFX Overview page that Eduard posted here. Someone found anything else?
#12
07/03/2009 (6:23 pm)
Michael,

I just had to chime in and say thanks for the laugh I needed it. I can't help but picture being able to watch you typing the docs on a web cast :P
#13
08/31/2009 (1:21 pm)
Tom & Michael where is the documentation for the SFX system? I don't think this is funny.
#14
09/29/2009 (3:54 am)
SFX docs can now be found in the Torque 3D documentation.