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It's like how Minetest Game handles the flame sound effect for its fire, except that it doesn't combine them to a single point in the middle; each gets its own sound emission. It also fades better and has an actual distance calc instead of a bounding box range. 👍🏻
For the audio api calls to still work, we might want to ensure it checks of sbz_audio as a dependency now that it's no longer in sbz_base. As a redundancy (and because it's needed for calls in it), it's also a dependency in sbz_resources.
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I'm working on putting the node sound loop tracking functionality into the sbz_api/init.lua, but I need sleep. And I don't trust myself to handle it well if I don't take a break. |
TheEt1234
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also i think sounds like foley_leaf_step.5.ogg could be renamed to what they are used for (assuming they are used)
It is actually used for stepping on leaves. The audio is not me irl stepping on leaves; I believe its me with a toothbrush actually, just spliced and stretched and pitched in different ways. The only other thing I use it for is the grasses in the game. I'm down to name it whatever though. The numbers at the end (0-5) just make it so that the engine picks from the variants randomly, automatically. |
This makes it so we won't have to explicitly put it wherever these api functions get used, since I think everything includes sbz_base as a depend already. Less hassle.
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I've updated everything to address the issues brought up in the review. No further work on this particular PR is planned, but if any other problems still exist, I will respond and address them. 👍🏻 |
In broad strokes, this PR portion of the sound design stuff does the following: