While I am beginning to get used to it, I still think it is confusing to hear the footlockers open with the same sound like the doors. Can be mistaken for a guard entering the door you just closed behind you. (Yes, this made me jump a few times.)
I spent a few days with recording, post processing and managed to get things working in game. Here is a sample of my WIP:
snd_containers.pk4 (should install like any FM, links to uploaded.to)
Please note this is not meant to be final. I am not happy with the timing yet and overall there will be more fitting sounds for the wooden chest.
My overambitious plan is to provide six soundshaders for each chest in prefabs/containers:
- one for snd_open
- one for snd_close
- four for snd_move:
b. a moderate one, non squeeky, slow moving lid (> 1s)
c. like a. but squeeky
d. like b. but squeeky
To give it some variety I am aiming for 8 samples per shader (any reasons to have more or less?). This would be four times (footlocker, wooden chest, old wooden chest, metal chest), so I will have 24 different sets a 8 samples. Maybe I skip some movement sounds, the old chest should always be squeeky.
Please let me know if I am on the right track here. I am open for any suggestions.
A few questions that occured to me so far:
What about the "description"? At the moment I cannot see descriptions in DR while lines like "Made by XY" are not that descriptive anyways. Can I has something like
ye_olde_footlocker_open
{
description "snd_open for ye olde footlocker. Don't ever use as a door sound or your map will break."
no_dups
minDistance 0
maxDistance 24
volume -4
sound/sfx/world/containers/ye_olde_01.ogg
[...]
}
...? With the description visible in DR? Needless to say this is not essential. ^_^
Where can I learn more about keywords in soundshaders in general?
How do I find out which sound events are supported by an entity? I read about snd_move here in the forum, but I can not see it in the inherited properties.
Comments welcome. :rolleyes:

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