Sounds request

Tips, tactics, and general discussion for Evochron Legacy.
minus_273c
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Sounds request

Post by minus_273c »

I'm a big fan of the 'space is quiet' concept, but I think there's a 'problem' with EM that is stopping an effective mod.

I think it's generally accepted that where you shouldn't be able to hear anything that's seperated from you by the vacuum of space, you should be able to hear hear anything that happens on your ship.

EG - You shouldn't be able to hear another ship fire its guns, but should be able to hear something (even if it's just a low rumble) when you fire your own.

The trouble is that, at the moment, many of the sounds that you want different depending on whether they're your or someone else's use the same sound file.

EG. If you want to silence everyone else's guns you end up silencing your own.

Would it be possible to use separate files depending on whether your ship is originating them or anyone else's.

Sounds in this catagory include -

chaff
exp1 and exp2
gunX
laser

Note that s4 & s4b (shield impact) are a case where you already do this.

Apologies if this doesn't belong in Tech Support, but it's a request for a change so I didn't think it fitted the mod forum.

Thanks,

CJ
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Post by DaveK »

Sounds like a good idea - would expand options especially for the "silence in space" mob! :)
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Post by Cheri50000 »

Hi, guys!

I'm a big fan of space is quiet concept also! Since there is no air in the vacuum of space you cannot hear anything except in the ship and in the planet's atmosphere. I hope the silence of space feature will be added in the evochron mercenary expansion pack! Thanks!

Cheers,
Cheri and Vincent
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Post by 49rTbird »

How about the sounds of a ship creaking as you maneuver?:P
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Post by EN4CER »

Personally I would replace all of the explosions with the sound of your ship rattling and let that be loud. I think all of our own weapon system sounds are fine since you should hear anything attached. Lasers don't make sounds either or at least nothing like you see in movies and games but that can be explained as the battery dumping the charge and rapidly regaining it. It's a hard balance to strike between entertainment and simulation. A lot of things can be explained by lore. Granted this is a goofy example but maybe we hear explosions because we have some sort of listening device transmitting external sounds to our cockpit.

But yeah I think it would be cool to see an explosion and then 1 second later hear your ship rattle like hell for half of a second. Even that is questionable though. Would the shock wave travel to the ship? If so wouldn't that mean that the explosion itself has touched the ship?
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Post by DaveK »

From post: 142119, Topic: tid=9348, author=EN4CER wrote: . . .maybe we hear explosions because we have some sort of listening device transmitting external sounds to our cockpit.
Since there is no air in space sounds couldn't travel to an outside listening device (= microphone) :)
From post: 142119, Topic: tid=9348, author=EN4CER wrote:But yeah I think it would be cool to see an explosion and then 1 second later hear your ship rattle like hell for half of a second. Even that is questionable though. Would the shock wave travel to the ship? If so wouldn't that mean that the explosion itself has touched the ship?
The explosion would produce a lot of very hot gas in a very small space: the expansion of the gas is what does the damage. In air the expanding gas sets up a "shock wave" by compressing the air around it that expands outwards and compresses the air around it and so on. In a vacuum the explosion gases would be spread out very quickly to be felt very far away

However, an explosion will also produce and expanding cloud of debris which would include a large number of solid pieces of various sizes travelling at high speed - some of these might hit your ship - so the idea of "rattling" is very appropriate, though the number of hits would reduce greatly the further from the explosion you are: double the distance and the number of bits hitting you decreases to a quarter. The number of bits hitting you would depend on the type of explosion (ships lots of bits of all sizes / missile - not many bits and of very small size)

:)
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Post by DaveK »

From post: 137994, Topic: tid=9348, author=Cheri50000 wrote: I hope the silence of space feature will be added in the evochron mercenary expansion pack! Thanks!

Cheers,
Cheri and Vincent
Hi - it already is I think - you can replace lots of the sounds with your own files - just pop in silent files

:)
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Post by Marvin »

:cool: If a ship explodes in a nebula and nobody is around to see it, does the material inside the nebula still generate sound waves?
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Post by Syrinx »

If the gas in said nebula is dense enough yes, just no-one would be there to observe it/hear it. The debris would be rapidly abraded however by the gas if it is dense enough and the objects where traveling fast enough for abrasion to occur.

I am guessing it was a rhetorical question but hey...I bit :P
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Post by Sinbad »

From post: 142119, Topic: tid=9348, author=EN4CER wrote: But yeah I think it would be cool to see an explosion and then 1 second later hear your ship rattle like hell for half of a second. Even that is questionable though. Would the shock wave travel to the ship? If so wouldn't that mean that the explosion itself has touched the ship?
I made a simple sound file which creates this effect quite well. At first I used it to replace the explosions sounds, but it got a bit tiresome when running hostile contracts with so many explosions happening. Now I use it for when another ship flies close to yours... so instead of hearing the sound of the other ship you hear a sort of dull rattle as if your own ship was vibrating from the passing engines of the other one.

I also believe in the silence of space and have replaced enemy gunfire and explosions with blank sound files (I can still hear my guns). Only problem is that also goes for explosions in planet atmosphere... ideally there should be a separate file for atmos sounds to distinguish from space.

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Post by Sinbad »

From post: 142145, Topic: tid=9348, author=Marvin wrote::cool: If a ship explodes in a nebula and nobody is around to see it, does the material inside the nebula still generate sound waves?
lol Marv... a suitably futuristic Buddhist koan!

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Post by EN4CER »

From post: 142145, Topic: tid=9348, author=Marvin wrote::cool: If a ship explodes in a nebula and nobody is around to see it, does the material inside the nebula still generate sound waves?
That cracked me up
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Post by -splosives- »

It is possible to hear explosions in space:

"An explosion is a rapid increase in volume and release of energy in an extreme manner, usually with the generation of high temperatures and the release of gases. An explosion creates a shock wave. If the shock wave is a supersonic detonation, then the source of the blast is called a "high explosive". Subsonic shock waves are created by low explosives through the slower burning process known as deflagration." (from wikipedia)

Like the description said, explosions release gas. If the explosion is big enough to reach the player, the gas can conduct the sound through space, so we would be able to hear explosions in space.

Also explosions in space don't really do as much damage as they would in atmosphere, because the most damage is done by the shockwave of the air surrounding the explosion.

[Edited on 7-31-2012 by -splosives-]
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Post by Marvin »

From post: 142215, Topic: tid=9348, author=-splosives- wrote:Like the description said, explosions release gas. If the explosion is big enough to reach the player, the gas can conduct the sound through space, so we would be able to hear explosions in space.
:cool: Actually, most of the sound would be created by the hull and windshield of your ship vibrating to the concussion of the gas ... generating sound through the air of your cockpit in much the same way that a telephone receiver (or radio speaker) turns electrical impulses into sound waves via a diaphram.
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Post by Letoras »

I think there is a mod for "silence space", search through the forum at the proper sector.
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Post by EN4CER »

Letoras that's what this post is about. The mod applies to all weapons instead of enemy or player. Just removing sounds breaks it worse than leaving it alone.

Here's the link to it anyways:
http://www.starwraith.com/forum/viewtopic.php?t=9209

[Edited on 7-31-2012 by EN4CER]
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Post by Sinbad »

For anyone who is interested, here are a couple of shockwave sounds you can try.

1) Impact sound. Created by Rich Douglas and downloaded from his website. It's a harsh metallic sound.

2) Shockwave sound. I modified the first one to soften it a bit and gave it a 1 second delay so it sounds more like your ship rattling from a shockwave.

Impact and Shockwave sounds

This is the first time I've tried sharing files with Dropbox so apologies in advance if it doesn't work!

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Post by -splosives- »

From post: 142217, Topic: tid=9348, author=Marvin wrote:
From post: 142215, Topic: tid=9348, author=-splosives- wrote:Like the description said, explosions release gas. If the explosion is big enough to reach the player, the gas can conduct the sound through space, so we would be able to hear explosions in space.
:cool: Actually, most of the sound would be created by the hull and windshield of your ship vibrating to the concussion of the gas ... generating sound through the air of your cockpit in much the same way that a telephone receiver (or radio speaker) turns electrical impulses into sound waves via a diaphram.
Possibly, but my point was that you would hear something instead of nothing.
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Post by Marvin »

:cool: And you'd be correct. You'd hear a whole lot of cursing if you're the pilot getting shot ... and from your crew, if you have one. ;)