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CS2D General CS2D Max Suggestions V2 Silent_Control has written
I don't understand what is a 3D sound! A sound has dimensions? I thought that a sound is a kind of vibration, an oscilation of some points of matter.
A 3D sound is a more realistic sound that may look real at reality.
2D sounds are those that aren't really realistic... the most non-quality ones.
I think the 3D sound is like sound coming from different directions? If so... well that's already in there. Just an assumption here, probably wrong.
Okay... Maybe in cs2d a 3D sound is really called a 2D sound.
The point is - a 3D/2D sound is a sound that can be played at a point and the further you are from the sound - the lesser it's volume is. If you are too far then you don't hear it at all.
All the normal sounds like shooting or something blowing up in cs2d are 3D/2D sounds.
Examples of non-3D/2D sounds are the famous "Double Kill" and "Multi Kill" sounds. No matter where you are you will allways hear them at full volume.
I would like a function in LUA like playsoundatpoint("soundfile",x,y) or something simillar to that.
Quote
3D sound effect
Do you mean SURROUND?
And SURROUND is a stupid name for a 3D sound. It's like calling it stereo. Oh and originally this came from warcraft 3. It has "3D" sounds and normal sounds.
Jonzku777 has written
Do you mean SURROUND?
Yea surround not 3D. Forgot that word, been looking for it everywhere... surround sound. Quote
3D sound effect
Do you mean SURROUND?
Surround sound is when you hear sounds from different directions (angles) and stuff like that, for example if you hear the sfx "fun/godlike.wav" from the top right of the screen or something. This could easily be done with entities... as shown in my previous post.
I want more entities to be able to trigger stuff (in one way or another). A improved trigger system is what I'm looking for.
edited 1×, last 11.06.09 10:18:48 pm
Bloodshot has written
It's not the wall I'm talking about, it's the dynwall I'm talking about. About the DynWall, at a trigger_hit on the two tiles at either end of the 'door', and make them trigger the wall.
And I can't put trigger_hit on a non-wall tile, it functions through walls I guess. I want same feature for the dynwall, but built in with a checkbox, it seems that its the only way to make it function properly.
When the new version comes out, could you please post a changelog?
Like...umm... DYNAMIC-SOUND?
For e.g.:
Youre on left side of river. In right speaker you hear loud water, in left speaker little more quiet. When you go more away, left side might be unhearable, but right speaker will play water quietly, but if youre just in center of it, both speakers will have the same volume.
@topic
i think that advanced voting is a good idea. Like vote for 20 seconds and press (for example) Y for yes.
And voting: to kick/add bots, to change gamemode.
Jonzku777 has written
It's sound panning when the sound moves and changes from left, right, top, bottom speakers. Panning could be useful for some sounds actually if you want to play a sound on right or left speaker only.So you mean that sound could "move" from other speaker to another and stuff?
Like...umm... DYNAMIC-SOUND?
Like...umm... DYNAMIC-SOUND?
I would also like to suggest a "clear" command for clearing all server info and stuff like that which is shown in console. A "clear" command which dumps all information that floods into console. Also I get these errors (displayed in orange text) in console quite often, I want to see less of them.
edited 3×, last 12.06.09 07:40:22 pm
If this is possible right now, please tell me.