OH GOD MY EARS MY BRAIN! - global unit sounds

OH GOD MY EARS MY BRAIN! - global unit sounds

Discuss your problems with the latest release of the engine here. Problems with games, maps or other utilities belong in their respective forums.

Moderator: Moderators

Post Reply
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

OH GOD MY EARS MY BRAIN! - global unit sounds

Post by krogothe »

Global unit sounds are a great idea, except when units seem to make noise when they stop moving, even when not selected, and the sound of 600 AKs stopping all the time is extremely annoying. Global sounds should only ever play for units being attacked, maybe things like nukes firing and comms dying, and selected units, but not every single unit please.
User avatar
Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

yeah. it is very annoying.
the farks, the fleas, the peewees, the aks... argh..
make it stop!
User avatar
BvDorp
Posts: 439
Joined: 14 Oct 2005, 12:09

Post by BvDorp »

lol.. how about starting and stopping moho metal extractors, when low on energy and put on 'metal extractor AI' .... :(
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

unselected units should NEVER, EVER, NOT EVEN IN THE FLIMSIEST DREAM POSSIBILITY OF IMPROBABILITY, NOT EVEN IF THE FAT LADY SINGS, NOT EVEN IF JESUS WALKS THE EARTH AGAIN make global sounds.
Big ass explosions should (add a global=bool tag for it in the fbi)!
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Even worse is faster construction units assigned to guard a slower construction unit. I tend to have mobs of regular con kbots following my adv kbots around, and the constant whirr-whirr as they move drives me bonkers.
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Re: OH GOD MY EARS MY BRAIN! - global unit sounds

Post by PauloMorfeo »

krogothe wrote:... the sound of 600 AKs stopping all the time is extremely annoying. ...
More like the sounds of almost all k-bots is extremely annoying. More noticeable in old TA where we heard everything close, unlike previous versions of Spring where sounds were always «far away».

And planes are also annoying. Anyone remembers exploring with scouts in campaigns and beeing annoied to the constant sounds of the scout?

And vehicles sounds are also annoying...

And boats's sounds are .. ok.

Although the batling sounds of old TA were very good, as well as the great music, those sounds are not TA's brightest thing.
nfekti0n
Posts: 46
Joined: 08 Feb 2006, 16:15

Post by nfekti0n »

Since the newest version I just turn the game sound off. Fuck it. I'm not listening to that garbage during a game, and to hell with losing the ability to hear aler -- oh wait, THAT GOT BORKED AGAIN IN THIS VERSION -- yeah... I've always been insanely unimpressed with the sound. Never works right, always problems. Turn the shit off and be on your way.

That's my solution.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

just lower the unit sound...

And I find it irritating that the unit under attack sound does not play.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

Way to being an ass when requesting stuff infection.


Well im annoyed aswell :(

ok, one level of sounds for currently selected unit acknowledges.

Another for non selected.

A way of turning this secondary alerts off.

(im sure devs can come with better solution, as better (unit/category/user related?))
and, please!

Make the main spring volume controll to not change system main volume, please.

Its a bad practice, almost every game/program out there has learned not to do.

(there are some exceptions as powerdvd, annoying aswell).
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

I think we need to localize many of the sounds. It is damn annoying to have excessive noise.

However, explosions of significant size and perhaps attack warning signals should be global, simply because the former shouldn't happen too often and the latter is necessary.
User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

simply make it so that all unit sounds are local unless the unit is selected, at which point they become global.

Then maybe reduce the rate at which volume decreases with distance (especially for big explosions and stuff) and there you go.

IMHO the only sounds that should be global are those either related to the UI (alerts etc) or related to a unit currently selected.
smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Post by smokingwreckage »

Yeah, I've been playing sound off to avoid the "Kwirr! Kwirr! Kwirrkwirrkwirrkwirrkwirrkwirrwkwkwkwkwkwkwkwkwkwkwkwkwkwkwkirr! Kwirr!" it's..... SO.... awful, it makes me ashamed to be playing.

What would be nice is if non-informative chatter was GONE, and informative chatter added in. We need a chap or chick with a radio voice to do some "unit under attack" "commander under attack" etc announcements in a smooth, soothing voice, so the game's audio environment is less like 10,000 sentient power tools in a sentient power-tool orgy.

Anyone remember Dune2? "Unit deployed" is way less annoying than "chwirt!".
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

you've got to be kidding, 'chwirt' is the pinnacle of communication.
It's still annoying when your sentient power tools beseech you with proclamations of their having stopped and started moving again and again and again though.
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

I changed the code now so it will only give non-positional sounds for actual unit-replies of units you have selected.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Zaphod wrote:I changed the code now so it will only give non-positional sounds for actual unit-replies of units you have selected.
^^god^^
Post Reply

Return to “Help & Bugs”