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Wenin
December 26th, 2006, 12:51 PM
So I've noticed that I'm having to zoom into my ships during combat in order to hear them fire and such. I'd rather not have to do that, so I was wondering if there was a sound distance variable that I could modify to correct this?

Suicide Junkie
December 26th, 2006, 01:45 PM
SoundEffects.txt

Try doing a search-replace, and change "Sound Max Distance := 200" to "Sound Max Distance := 1000"

MrToxin
December 26th, 2006, 08:09 PM
NO SOUND IN SPACE, NO SOUND IN SPACE!

Wenin
December 26th, 2006, 08:35 PM
Awesome!! Thanks SJ!

Fyron
December 26th, 2006, 11:52 PM
Ugh, please don't type in all caps...

This is a game, not 2001: A Space Odyssey. Who cares if sound doesn't travel in space? It makes combat more exciting.

Thy_Reaper
December 26th, 2006, 11:54 PM
Thanks SJ, this has been bugging me a little too.

And I bet a few of you noticed down at the bottom a few sounds unrelated to SE:V. Mission complete, mission fail, use shield capacitor, etc from Star Fury. I guess Aaron doesn't like deleting things http://forum.shrapnelgames.com/images/smilies/happy.gif

Suicide Junkie
December 27th, 2006, 12:33 AM
Everybody just keeps an open comm channel, and you can listen in via radio. http://forum.shrapnelgames.com/images/smilies/wink.gif

NullAshton
December 27th, 2006, 11:45 AM
Suicide Junkie said:
Everybody just keeps an open comm channel, and you can listen in via radio. http://forum.shrapnelgames.com/images/smilies/wink.gif



Ooo, that way you can hear your enemies scream as they die.

President_Elect_Shang
December 27th, 2006, 12:14 PM
NullAshton said:
Ooo, that way you can hear your enemies scream as they die.



If it’s via radio waves wouldn’t you be able to race ahead and hear them scream again, and again, and again…

Suicide Junkie
December 27th, 2006, 12:34 PM
You could record it and replay it...
Radio waves are photons, and naturally travel at the speed of light.

President_Elect_Shang
December 27th, 2006, 12:46 PM
Well that would be easier than jumping to the next system and waiting to hear it again; but I still don’t think it would be as much fun. Recordings are never as good as hearing it live! http://forum.shrapnelgames.com/images/smilies/wink.gif

Wenin
December 27th, 2006, 02:11 PM
I tried this adjustment and I didn't notice a drastic difference (maybe no difference at all).

I'm playing the balance mod. I forgot to check it's setup files to see if it had a sound file that would override the standard.... ooops

Will check that when I get home tonight. =)

Captain Kwok
December 27th, 2006, 02:32 PM
I've been including a modified SoundEffects.txt file with 1000 as the default for the last few versions.

Tim_Ward
December 27th, 2006, 04:15 PM
Is there a way to disable the way the volume of the warp transit sound effect increases proportionally to the number of ships you send through? Seriously, someone's going to get deafened by that one of these days.

RedBullBear
December 27th, 2006, 04:18 PM
I don't think that adjustment made any difference either.

Suicide Junkie
December 27th, 2006, 04:32 PM
Setting the 3D thing to false might help; maybe the volume is just too low to hear them because of distance

Fyron
December 28th, 2006, 04:51 AM
Tim_Ward said:
Is there a way to disable the way the volume of the warp transit sound effect increases proportionally to the number of ships you send through?

You can replace the sound file with a null-sound (1 ms of silence, recorded from a null input device). There is a null interface sounds zip posted in the mods section. You can copy one of those over whatever the warp sound is.

Wenin
December 28th, 2006, 02:52 PM
CK, I thought it was odd that when I went into the settings file of the balance mod I found "my" settings already there. Well now I know they were really yours. =)

So yeah adjusting the sound distance doesn't make a difference. I even increased the minimum... but that did nothing as well.

I'll turn off the 3D sound effect then.

President_Elect_Shang
December 28th, 2006, 07:57 PM
If that works let us know, I would like to get better sound at my default zoom range of 2,500.

Tim_Ward
December 28th, 2006, 11:53 PM
Imperator Fyron said:
Tim_Ward said:
Is there a way to disable the way the volume of the warp transit sound effect increases proportionally to the number of ships you send through?

You can replace the sound file with a null-sound (1 ms of silence, recorded from a null input device). There is a null interface sounds zip posted in the mods section. You can copy one of those over whatever the warp sound is.



Thanks. I might just try that.

uh, is Aaron aware of this issue? I wasn't kidding around about someone getting their hearing damaged by moving a fleet through a warp point. I'm rather surprised that I seem to be first person who had raised this. Maybe it's different on other set-ups, but for me the sound is already uncomfortably loud with 15 ships even with the speaker volume low. Anything more than that and I have to turn the speakers off.

Late game, the fleet sizes get *much higher*. Apple recently got sued for a ton of money because one of their I-pods went crazy near another device and messed up some girls hearing. I wouldn't like to see the same thing happen to Malfador.

Fyron
December 28th, 2006, 11:58 PM
It's been raised before. Aaron never did anything about it during the beta... You might try emailing him. The more people that raise the issue, the more likely he is to act on it. http://forum.shrapnelgames.com/images/smilies/happy.gif se5 at malfador dot com

Tim_Ward
December 29th, 2006, 12:03 AM
I will do that.

Phoenix-D
December 29th, 2006, 12:28 AM
Setting "Is 3d sound" to false definitely helps a lot.

EDIT: ok, a little more info:

Max and Min distance only take effect if a sound is 3D. If you set them to the same value, the sounds play at full volume- but only if you're directly centered on the ships firing.

In stock, ship explosions have a value of 10/200 and they play fine. Everything else uses 40/200 and doesn't. But setting the weapons to 10/200 doesn't help..

Wenin
December 29th, 2006, 01:56 AM
changing the setting to false didn't do anything for me.