Sounds and Advanced Terrain features

Jett G

The Keystoner
Correct me if I'm wrong but I think it was "Around the Mountain" that I noticed this. It had features such as moving water and various sounds AKA "Sound Loads" around the terrain like birds chirping, echoes, etc... Would this simply be a matter of scripting it or is there another way this was achieved?
 

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The waterfall is just a simple model with an animated texture, This is it displayed in Ogre Meshy:
1683491746171.png
Material file:
Code:
material Material#0.003/SOLID/TEX/ash_waterfall_2.dds
{
    transparency_casts_shadows on
    receive_shadows on
    technique
    {
        pass
        {
            lighting    on
            ambient 0.25 0.25 0.25 1
            diffuse 0.4 0.4 0.4 1
            specular 0.05 0.05 0.05 1 10
            emissive 0.35 0.35 0.35 1
            scene_blend    alpha_blend
            depth_write    off
            texture_unit
            {   
            scroll_anim        0.0 0.3
            texture    ash_waterfall_2.dds 0
            }
        }
    }
}

Soundloads are, as the name suggests, load files with a `.fixed` file extension (`around_the_mountain-SoundLoad.fixed`) which contains a few nodes (no beams) and a soundsources section:

Code:
SoundLoad

globals
100.0, 0.0, LJSoundLoadSymbol/SOLID/TEX/LJSoundLoadSymbol01.dds

nodes
;id,x,   y,   z
 0, 0.0, 1.0, 2.0
 1, 0.0, 0.0, 2.0
 2, 0.0, 1.0, 0.0
 3, 0.0, 0.0, 0.0
 4, 1.0, 1.0, 2.0
 5, 1.0, 0.0, 2.0
 6, 1.0, 1.0, 0.0
 7, 1.0, 0.0, 0.0

beams
;main chassis
;structural


;reinforcements


soundsources
1, atm_birds

end

The sounds are defined in a soundscript file similarly to truck sounds:
Code:
atm_birds0
{
    trigger_source always_on
    sound unpitched atm_birds0.wav
}
atm_birds
{
    trigger_source always_on
    sound unpitched atm_birds.wav
}
atm_frogs
{
    trigger_source always_on
    sound unpitched atm_frogs.wav
}
atm_waterfall
{
    trigger_source always_on
    sound unpitched atm_waterfall.wav
}
 
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