05-02-2010, 10:52 AM
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?
Some examples of usage:
- underwather: sound is pushed through a lowpass filter and a subtele plate reverb (excluding music and radio voices)
- player stunned after near-by explosion: sound through a lowpass filter and amplifier that turns down everything
- strength active - high tones turned up, music get a lowpass filter and full-wet reverb and amplifier to turn it down so player can focus on the action
- death: long decay reverb fading from dry to wet along with screen getting red and black - you're no more, dude
- environment reverbs: depending on room size and materials different reverb is being applied in certian areas for all local sounds like shots, pain, pickups, footsteps (from Bathroom to Mountains)
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?
I'm making Liblast - a FOSS online FPS game made with Godot 4 and a 100% open-source toolchain