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Sounds Shaders (or Toner?) #357

Kangz opened this issue Jul 19, 2014 · 3 comments


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commented Jul 19, 2014

For now sound are just "samples" with no information attached: the gamelogic and the map need to handle special effects by hand.

Sound shaders would be sets of parameters associated to one or more sound file that could be registered transparently ("foo" could be foo.ogg foo.wav or foo.soundshader) Possible effects would be randomizing the samples, having a loop, changing the attenuation because of distance, ... See sound shaders in D3 for some ideas

It's been decided that sound shaders will be written in YAML so that we don't have to use our own parser (slowly transitioning the rest of the engine).

  • Mentor: Kangz
  • Knowledge: Audio, Parser, Resource model
  • Difficulty: 6

Mentored projects on the Unv wiki

@Kangz Kangz added A-Audio labels Jul 19, 2014


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commented Jul 27, 2014


Other feature wishlist:

  • one shader -> multiple sound files. Eg 5 footstep variants all handled by one "footstep sound shader" that randomly/queue-like uses them.
  • variable attenuation. Most of a our sound effects are normalised (AFAIK)

Flexibilities that would be nice:

  • allow straight files to be used without shaders, to make testing/setup/simple sounds easier
  • allow authors to include multiple shader definitions in the same shader file, or one shader per file

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commented Jul 27, 2014

The randomized sample thing is planned. Good idea for the variable attenuation.

Also the gamelogic will be able to use a sample directly, that will be given a "default" shader.

I'm not sure it is a good thing to allow multiple shaders per file, as it might end up like the mess we have for the renderer shaders.


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commented May 17, 2019

the very basic of sound shader would have to tweak the amplification, to not have to push a new file into repository just because the volume was too loud or not enough…

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