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Spatial Sound Tracking [TM ONLY] #6748
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
stores sound lengths in a json file instead of hardcoding it, also includes the generator for the file
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
integrate the echo changes
parsing sounds is now the sound_template's job, some more documentation, echo fixes, misc cleanup
Conflicts have been resolved. A maintainer will review the pull request shortly. |
Making changes based on feedback. |
bitfield defines more specific, no `CHECK_BITFIELD` use
moves debug checks to entry on playsound instead of in soundOutput
rename `process_sound` to `process_template` (since it acts on templates) and `tracked_channels` to `channel_templates` (clearer what it contains)
add environment documentation, clean up some formatting and docs
instead of looping through all players, track which ones need a sound update and only do those
About the pull request
Sound position updates as the hearer and source move around.
Can test merge. Needs to be tested at scale, see if the architecture is appropriate for CM's demands.
Don't full merge. While (hopefully) fully functional its current form is meant to be restrained proof-of-concept before integrating other aspects and touching a ton of files. Tracking playing sounds is a powerful tool that opens up a lot of possibilities, if done in a way the server can handle.
Explain why it's good for the game
More immersive sound effects.
Testing Photographs and Procedure
Mob sounds, turf sounds, dropship sounds, interior sounds all appear to be working. Playing 1000 warcries at once hitches on start but updates smoothly. Cannot gauge beyond that with only one client. Profiler logs would be greatly appreciated.
Includes debug admin toggle for the entire spatial update system. Allows round to continue if the system chokes.
Includes debug admin verb to set a minimum sound length for the spatial update system. Exclude shorter/less important sounds to tweak performance.
Changelog
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soundadd: sounds follow their source
/:cl: