hex11
Senior Member
Posts: 1485
Registered: 09-09 |
RjY said:
I'd be happy with an alternative that means I can hear the monsters yelling at me and firing and so on. Everything else like support for every music format under the sun is just gravy really :-)
That's pretty much how I feel about Doom audio. Music is entirely optional, and in fact non-existent in the port I'm using the most at this time (SDL Doom, a rudimentary port of linuxdoom).
And actually, I think it would be a cleaner design to have a separate music daemon that can be configured to invoke any existing music player on your system (for example: xmp for tracker files, timidity for midi files, mplayer for mp3/ogg, etc.) All of these players can be run as child processes of the music daemon, which itself it controlled by the Doom port via IPC so it knows to kill the current child when map changes, then extract next music lump and start playing it. Something similar (/idgames/utils/unix/musserver.tgz) was written in 1996, because Dave Taylor's linuxdoom binary didn't have music support, but it wasn't as flexible as what I'm talking about.
But really that stuff is entirely optional for me. I'm much more interested in sound FX, and I'd like to see some interesting things done with that. No I'm not talking about 5-channel audio, reverb or other fancy FX. As far as I'm concerned, the level of audio fidelity that the original DOS Doom supplied was plenty enough. What I mean is more ambient sounds that occur based on the environment you find yourself in. For example, if there's water nearby you might hear running water, if there's a waterfall you might hear dripping/splashing water, if you go outside you might hear some wind, and so forth... But rather than these be controlled by some artificial "actor" placed by the mapper, they would occur in a more natural fashion, based on the textures and layout of the map itself. This would be fairly easy to do in a quick & dirty fashion, but that would probably end up sounding cheezy. Doing it halfway convincingly is the hard part...
|