Realtime DSP usage like LADSPA - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Music and Sound Development (https://forums.xonotic.org/forumdisplay.php?fid=33) +--- Thread: Realtime DSP usage like LADSPA (/showthread.php?tid=367) |
Realtime DSP usage like LADSPA - unfa - 05-02-2010 It's about implementing usage of LADSPA plugins for realtime digital sound processing of the in-game sound and music. Some examples of usage:
I don't know how the actual sound engine works, so I don't know how hard it would be to implement such a thing... What do you think, guys? RE: Realtime DSP usage like LADSPA - lda17h - 05-02-2010 Implementing a ladspa host is rather easy. Dunno how easy it would be to a] add it to the engine b] make the use dynamic depending on environment RE: Realtime DSP usage like LADSPA - unfa - 05-03-2010 (05-02-2010, 01:01 PM)lda17h Wrote: Implementing a ladspa host is rather easy.Sounds good (05-02-2010, 01:01 PM)lda17h Wrote: Dunno how easy it would be to make the use dynamic depending on environmentMaybe some simple raytracing at map compilation time could make that work. BSP is dividing map into rooms, right? We find the center of each room and repeat for all: cast say: 1000 rays in all directions, check the distances that they hit. The larger is the avarage value - the longer is the reverb's decay The larger distribution of the values - the less of damping. If some really distant hits are being detected - echo (delay effect) might be applied. Some rays might hit the map borders - like in space maps or outdoor ones (the sky) - precentage of rays that hit nothing determinates the dry/wet ratio. Simple I think this would require a lot of testing but the effect - automatic enviroment sound response: whoa!-whoa-whoa-whoa... RE: Realtime DSP usage like LADSPA - chooksta - 05-03-2010 souds pretty cool but what would that do to cpu shitz? RE: Realtime DSP usage like LADSPA - unfa - 05-03-2010 (05-03-2010, 09:26 AM)chooksta Wrote: but what would that do to cpu shitz?We'll see I don't think that would be lagging the game. Of corse - that would be optional for those who don't want (or can) waste their CPU time. RE: Realtime DSP usage like LADSPA - paperclips - 05-04-2010 There was a suggestion back in the day when Samual implemented the blur/damage-blur effect. He said he would look into it, but being as I understand it, a busy guy, I dunno but, I think he just never got around to it. I long to embrace the day when the wiki arrives. It would be so much easier to keep track of stuff. It would be cool though with sound getting weird as you die because of lack of oxygen/energy/whatever makes your body tick. Or as you suggest impaired hearing when stuff really goes badooom, when shot in the head. Especially if that was combined with grayscale-weird color/image distortions/other videofilters.. but thats another thread. Game play could also be affected, if lets say having "glad/lucky to be alive-really low health one stray bullet=dead" gave one a bit of "increased paranoid hearing" aka hearing footsteps more clearly/healthspawns. It would be awesome if sometimes, just sometimes... when you had really low health for a really long time, started hearing footsteps behind you. A really faint shotgun blast far away, a lone mg shell klinkering to the ground beside you.. stuff like that. :3 RE: Realtime DSP usage like LADSPA - unfa - 05-04-2010 (05-04-2010, 07:29 AM)paperclips Wrote: I long to embrace the day when the wiki arrives. It would be so much easier to keep track of stuff.Isn't the wiki working yet? Oh... (05-04-2010, 07:29 AM)paperclips Wrote: Or as you suggest impaired hearing when stuff really goes badooom, when shot in the head.Shot in a head would mean for me complete "no-sound" and just hum for hours (in reality) for seconds (in the game). Mono sound interesting idea. (05-04-2010, 07:29 AM)paperclips Wrote: Game play could also be affected, if lets say having "glad/lucky to be alive-really low health one stray bullet=dead" gave one a bit of "increased paranoid hearing" aka hearing footsteps more clearly/healthspawns. (05-04-2010, 07:29 AM)paperclips Wrote: It would be awesome if sometimes, just sometimes... when you had really low health for a really long time, started hearing footsteps behind you. A really faint shotgun blast far away, a lone mg shell klinkering to the ground beside you.. stuff like that. :3Psychodelic stuff, I like it Those little cool things sometimes makes it a classic or not some years later All in all - the sound layer is a place where a lot of awesome things are still just waiting to be done |