Journal Entry 11
Date: 2025-05-01
Activity: Implement more sound-based navigation
Time spent:
- 25 minutes: implement proximity beeper
- 10 minutes: implement simultaneous raycasting and fine-tune
- 8 minutes: source crashing SFX
- 40 minutes: edit crashing SFX in audacity
- 15 minutes: implement crashing SFX
- 45 minutes: implement audio targets
Today I pulled a lot of the small audio features to completion and began working on the targets. The ship now makes a sound when it crashes into an obstacle, there is a beeper that notifies the player when an obstacle is too close for comfort, and most importantly, the audio radar no longer sounds like many discrete steps, but rather as a continuous hum from all the directions where the obstacles are. I settled on 400 samples around the sphere, and 200 samples per frame. I may or may not make this a configurable option in a later version to allow the player to fine to this to their own computer's performance, depending on how much time I'll have.
One new feature is a crashing sound that's played whenever the ship crashes into an obstacle. It's made from the sound of a spring, sourced from Freesound under the licence Creative Commons 0. Coincidentally, I edited the sounds of crashes while riding (as a passanger) in a car. Luckily, we didn't crash.
I also began implementing audio targets. They're not finished yet, so there aren't any in today's build, but most of the code is already in place, and the only thing that I think remain are sourcing the actual sounds for them (I might make my own sounds) and implementing the volume curves.
I decided to have the targets be represented by three separate audio sources, all playing from the same point (the point where the line between the player and the target intersects the unit sphere around the player), but with different volume curves. The "far" source should be clearly audible from any distance, but get stronger when the player is close, similar to the function (e^-x)+1 the "mid" source should be inaudible from far away and slowly become audible when the player becomes close, similar to e^-x, and the "close" source should only become audible when the player is really close to it.
Files
Get Project C
Project C
Next Target: Mothership
Status | In development |
Author | Rosie |
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