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Spirits, ghosts, and all things evil - http://www.doomworld.com Forums


Original message

DooMBoy



tallj_2000@yahoo.com
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"Spirits, ghosts, and all things evil" , posted Wed 6 Jun 09:25user profileedit/delete messagepost reply


This is not about any blasted weaons or demons. Instead, it's about sound. Sound, you say. Yes, sound. I'm thinking about sound in terms of "hear a sound behind you, turn around-nothing there", sort of sound. Imagine: You're inside a darkened base, and you don't hear anything except for the beeping of the nearby computers. "Beep....Beep...Beep..." You think you hear the sound of boots scuffing on the floor, but when you wheel around-nothing. The lights buzzing incessantly. Your own breathing. You hear a slight noise behind you, but you dismiss it as nothing more than a figment of your over-worked imagination. Then the noise becomes unmistakable-it's the sound of a demons claws scratching across the floor towards you...
I think it'd be really cool to have stuff like in the next Doom game. Sound should play a HUGE role in scaring the tar out of you.

The truth is I only play Doom two times a day-daytime and nighttime!-DooMBoy

 


Replies:

Jeremy



oranguy@email.com
84482504
209.255.80.72

"Re(1):Spirits, ghosts, and all things evil" , posted Fri 8 Jun 20:35user profileedit/delete messagepost reply


My favorite sound from the old Doom is the sarcastic luagh of the Archvile.

.-=~Webmaster of Doomgalaxy.com and author of the Doom4 MegaWad~=-.

 

Blynd Syde

Blynd_Syde@hotmail.com
63.232.120.183

"Re(1):Spirits, ghosts, and all things evil" , posted Wed 6 Jun 12:45user profileedit/delete messagepost reply


I also think sound should play a big role in the next doom game.

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Zaldron
Le Ventilateur



avengerz66@hotmail.com
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"Re(1):Spirits, ghosts, and all things evil" , posted Wed 6 Jun 09:41user profileedit/delete messagepost reply


Spline based sound entity trajectories. That might mean nothing to you, but I can assure you it's a whole new level of sound engines in games. Devine confirmed those in QuakeCon...

__________________________ _ _ _
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Linguica
Doomworld webmaster



linguica@doomworld.com
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"Re(2):Spirits, ghosts, and all things evil" , posted Wed 6 Jun 12:10user profileedit/delete messagepost reply


Your search - "Spline based sound entity trajectories" - did not match any documents.

 

 

Tetzlaff



olo8@gmx.de
217.5.115.144

"Re(2):spline based..." , posted Wed 6 Jun 09:59user profileedit/delete messagepost reply


What does it do?

 

 

Zaldron
Le Ventilateur



avengerz66@hotmail.com
18477495
200.45.159.235

"Re(3):spline based..." , posted Wed 6 Jun 17:39user profileedit/delete messagepost reply


It means id can pull out special entities that emit sound and move across the game world just as you want. The possibilities are endless, linear trajectories, spiral-like, curves across the 3 dimensions, a mix of those. Scripted movement just like in 3D modelling packages. Now imagine the dynamic changes of the sound(s) thanks to EAX or OpenAL...

If someone here played Thief II mission "Casing the joint" knows *EXACTLY* what kind of spooky stuff they can do...

__________________________ _ _ _
"There are three kinds of death in this world. There's heart death there's brain death and there's being off the network."

 

 

Linguica
Doomworld webmaster



linguica@doomworld.com
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169.232.69.57

"Re(4):spline based..." , posted Wed 6 Jun 17:45user profileedit/delete messagepost reply


So basically you make a path for an entity to follow, and the entity emits a sound as it moves along the path. Bah, I was hoping it would be something cooler than that.

 

 

Zaldron
Le Ventilateur



avengerz66@hotmail.com
18477495
200.45.159.125

"Re(5):spline based..." , posted Thu 7 Jun 04:20user profileedit/delete messagepost reply


Not really, you make a script-based trajectory. Acceleration, loops, staticness, triggered by player's motion, etc.

Just the same kind of crap you'll be able to do with light entities.

__________________________ _ _ _
"There are three kinds of death in this world. There's heart death there's brain death and there's being off the network."

 

 

Disorder
WAHH CHANGE MY TITLE



enter@softhome.net
27436321
194.134.218.44

"Re(5):spline based..." , posted Wed 6 Jun 22:12user profileedit/delete messagepost reply


I thought that was actually pretty spooky.

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Lord FlatHead



lordflathead@yahoo.com
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"Re(1):Spirits, ghosts, and all things evil" , posted Wed 6 Jun 09:34user profileedit/delete messagepost reply


I believe this is exactly how Doom3's sound should (and probably will) be.

--
"Well... I like to think I'm pretty good at what I do." -- John Carmack

http://lordflathead.doomcenter.com

 

Tetzlaff



olo8@gmx.de
217.5.115.147

"Re(1):Spirits, ghosts, and all things evil" , posted Wed 6 Jun 09:34user profileedit/delete messagepost reply


You´re right, sound is one of the key features to create a new Doom athmosphere. Even in the old Doom games sound played a very important role. The pneumatic screeching of the doors, the distant and suddenly closer growling of the monsters, the firing noise of the plasma gun, that all was essential to Doom. And, as you describe, there are much more possibilities to enhance the dramatic aspects with a subtle use of sounds in certain situations.

 

 

maga



predescu_laurentiu@caramail.com
194.176.173.3

"Re(2):Spirits, ghosts, and all things evil" , posted Thu 7 Jun 04:00user profileedit/delete messagepost reply


that's why the new doom game will never be "like" the original.
It's the atmosphere, in general, that defines the original, not just monsters, or grafix, or sounds alone....it's the whole that is impressive.

...and the victory shall be aeternal