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@pablitar pablitar commented May 2, 2025

Added a forest sound and a river sound.

In order to make the sounds get louder when the player gets near forest and/or river, this commit also adds a player follower, which is a node that follows the player, constrained in a path.

Fixes #423

@pablitar pablitar force-pushed the ambient-sounds-in-song-sanctuaries branch 5 times, most recently from 64337a1 to c13f5ce Compare May 2, 2025 17:02
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pablitar commented May 2, 2025

@pablitar pablitar force-pushed the ambient-sounds-in-song-sanctuaries branch from c13f5ce to 77e3af6 Compare May 5, 2025 13:47
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Try standing here:

image

Then pause and play a few times. At least on the web, the two copies of the same sound play very slightly out of phase with each other and sound awful, with mechanical distortion. You can get a similar effect (but less bad) from the forest sound:

image

I think the issue is that you have the same sounds playing twice simultaneously. Why not have each sound just once, with a continuous path for each? Sure, in the case of the forest you'd be cheating because the sound's playerfollower would cross the grass that the player walks across, but that's not the end of the world.

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wjt commented May 6, 2025

Audio recording from the web build:

untitled.webm

@pablitar pablitar force-pushed the ambient-sounds-in-song-sanctuaries branch from 77e3af6 to 911327f Compare May 6, 2025 15:34
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pablitar commented May 6, 2025

Oh. That's sad. The reason I made it like that was because of panning: The sound is panned to left or right depending on the position of the sound and the camera. This can be disorienting if the sound jumps from one side to the other.

I disabled panning for the sounds and replaced the sound with only one instance per type of sound. Could you check if it works correctly now? @wjt

@pablitar pablitar requested a review from wjt May 6, 2025 15:36
@pablitar pablitar force-pushed the ambient-sounds-in-song-sanctuaries branch from 911327f to 35ebe65 Compare May 6, 2025 19:07
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This looks great. I will hold off on merging it because I anticipate conflicts with #454 and it will be easier to rebase this onto that than vice versa. I will take responsibility for rebasing this branch once that one lands.

@wjt wjt marked this pull request as draft May 7, 2025 14:40
@pablitar pablitar force-pushed the ambient-sounds-in-song-sanctuaries branch from 35ebe65 to c972fd3 Compare May 9, 2025 18:15
Added a forest sound and a river sound.

In order to make the sounds get louder when the player gets near forest and/or river, this commit also adds a player follower, which is a node that follows the player, constrained in a path.
@pablitar pablitar force-pushed the ambient-sounds-in-song-sanctuaries branch from c972fd3 to b2261c6 Compare May 9, 2025 18:19
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pablitar commented May 9, 2025

Hey @wjt! I went ahead and rebased this on main. If you are OK with it, I'd love to merge it!

@pablitar pablitar marked this pull request as ready for review May 9, 2025 18:20
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Thanks!

@wjt wjt merged commit 6bd1a38 into main May 9, 2025
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@wjt wjt deleted the ambient-sounds-in-song-sanctuaries branch May 9, 2025 19:08
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Ambient sounds

3 participants