PlaneShift

  • Status Closed
  • Percent Complete
    100%
  • Task Type Feature Request
  • Category Engine → Sound
  • Assigned To
    Mathias
  • Operating System
  • Severity Medium
  • Priority
  • Reported Version
  • Due in Version Undecided
  • Due Date Undecided
  • Votes 1
  • Private
Attached to Project: PlaneShift
Opened by Loyni - 18.02.2009
Last edited by Talad - 28.06.2022

FS#2764 - 3D Voices

NPC voices should be 3-dimensional and attached to the the talking NPC.

The task blocks this from closing
ID Project Summary Priority Severity Assigned To Progress
4369 PlaneShift FS#4369 - Sound Bugs Effects/Spells/Etc Medium Mathias
0%
Closed by  Talad
28.06.2022 21:44
Reason for closing:  Fixed
Loyni commented on 25.03.2009 14:22

I probably didn't explain the request correctly:
What I mean in this feature request, is that a talking npc should be a sound source in the world. So, if the npc stands to your left
you should hear the voice louder on your left speakers. if you turn around and the npc is on your right, you should hear it to your right etc… As Caarrie already said, CS already supports 3d sound sources in the world.

*Setting to new again :p

aurelynt commented on 04.04.2010 12:27

Tested on trunk with PS rev. 5765. The 3D effect works :) in the sense that depending on your character's orientation, the NPC's voice will be heard louder on your left or right speaker.
Now there are issues. For example, starting from your character standing right in front of Abelia in the tutorial (3rd person follow):

- Abelia's voice is the loudest on the right speaker after turning the character ~10° on the right. It should be after turning the character ~90° on the left.
- Abelia's voice is the loudest on the left speaker after turning the character ~170° on the left. It should be after turning the character ~90° on the right.

Same goes with Neave in the tutorial and Levrus in the magic shop.

Mathias commented on 04.04.2010 21:50

Intresting ;) What kind of renderer (software/openal) and soundcard are you using?

aurelynt commented on 06.04.2010 18:42

Tried with openAL on a SigmaTel High Definition Audio CODEC card.

Anonymous Submitter commented on 06.04.2010 18:50

I got one of Those I'll build ps and try it

Anonymous Submitter commented on 06.04.2010 18:52

Also was it only these 3npc or all npc?

aurelynt commented on 06.04.2010 21:34

All NPCs I have tested so far. But it seems to concern also effects (see PS#4353). It might just be a problem of the location of the sound source?

Mathias commented on 07.04.2010 11:26

Setting it back to assigned because i stopped working on this one.
There are a lot of things to do and implement before i can complete this one.

This feature wont make it into the next release.

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