Requiring advanced 3d sound plugin

Skurge

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Hey guys, I'm aware there is a 3d sound plugin on the the database but the person behind it hasn't responded in a long time so I'm assuming he/she is done with it and perhaps no longer interested in fixing it any further.


I'm requesting a plugin to replace it for my project. Why I need this other than the explaination above is because I want to enhance my projects audio environments with moving events.


Basically in my project I have NPC vehicles present that I want to produce there engine sounds the louder you are to being next to them and quiet the further away you are.


If anyone is up for the task I have a few dot points on how this could preferably be executed.

  • Plugin commands- so that I can manually handle how it operates on an event.
  • Commands to have the sound turn ON/OFF
  • ONLY produce sound when near an assigned tile distance, the plugin that originally produced 3d sound made split second audio pops the moment upon entering map.
  • Accurate looping- if it can't loop the moment the audio is finished it's sadly of no use.
  • 3D Sound pan- in order for this to be efficient and delightful for players this 3d audio must pan to the direction the sound is coming from, I.E sound emitting left of you
  • Produce 3D sound for all sound type's such as BGM/BGS/ME/SE



I can't imagine how easy or difficult this could be to make, but if someone out there can produce this wonderful idea it would be extremely useful to not just me but for many makers.
 

Puffer

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i don't think that plugin is available for MV yet. For Ace there is a script call Ambient Sound and a script that use FMOD library but i'm not sure there are MV version of it. Meanwhile why don't you try conditional branch? If player turn left then player that sound will big volume, turn right play that sound with small volume.


Hope it could help you.
 

Skurge

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^ MBS is the one I used which hasn't seemed to be updated for a long long time.
 

chungsie

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could you also use a 2d one? Emulating the depth axis would be as simple as reducing the output levels and adding reverb right? unless you have complex depths I don't see how 3d sounds would be necessary for a 2d game... perhaps that is what the author found for his plugin, or even it was becoming too difficult as 3d physics is far more complex than 2d, and to emulate a 3d sound environment requires knowledge on the physics of sound to a degree. even then, without a z axis, I don't see how one could even do a 3d sound in a 2d environment. It would be like wrapping the third dimension around the second, or making an emulated digital mobius strip out of sound. a well done 2d sound plugin should suffice I would think. adding an emulated dimension to something already lacking that dimension seems like it would add to the complexity of such a request. it would be alot of work for someone to do for free, like weeks of work unless they were super genius :p  what you're asking for requires more than just knowledge of a programming language.


I was able to emulate 3d sound using a 2d sound script with ace. playing around with dimensions of the regex information in an event allowed for transitions from high to low elevations and what not.
 

Skurge

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could you also use a 2d one? Emulating the depth axis would be as simple as reducing the output levels and adding reverb right? unless you have complex depths I don't see how 3d sounds would be necessary for a 2d game... perhaps that is what the author found for his plugin, or even it was becoming too difficult as 3d physics is far more complex than 2d, and to emulate a 3d sound environment requires knowledge on the physics of sound to a degree. even then, without a z axis, I don't see how one could even do a 3d sound in a 2d environment. It would be like wrapping the third dimension around the second, or making an emulated digital mobius strip out of sound. a well done 2d sound plugin should suffice I would think. adding an emulated dimension to something already lacking that dimension seems like it would add to the complexity of such a request. it would be alot of work for someone to do for free, like weeks of work unless they were super genius :p  what you're asking for requires more than just knowledge of a programming language.


I was able to emulate 3d sound using a 2d sound script with ace. playing around with dimensions of the regex information in an event allowed for transitions from high to low elevations and what not.
To be honest I don't know what 3d sound meant, maybe something to do with surround sound? I don't know. Distance sound on a 2d scale I think covers the MBS more so- I don't know for certain.
 

DreamX

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I've done a little experimenting with this. I used a video instead of just an audio file but I should be able to figure out how to do a separate audio stream for an event. I've already done audio volume decreasing/increasing depending on distance away. Putting a limit to how far the audio travels and adding pan shouldn't be too bad. I'll probably just use the existing audio classes so looping should be fine.


Can't guarantee I'll release anything soon but something like this in the works.
 

Skurge

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I've done a little experimenting with this. I used a video instead of just an audio file but I should be able to figure out how to do a separate audio stream for an event. I've already done audio volume decreasing/increasing depending on distance away. Putting a limit to how far the audio travels and adding pan shouldn't be too bad. I'll probably just use the existing audio classes so looping should be fine.


Can't guarantee I'll release anything soon but something like this in the works.
Sounds tremendous. I'll been keeping an eye out.
 

_Shadow_

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I've done a little experimenting with this. I used a video instead of just an audio file but I should be able to figure out how to do a separate audio stream for an event. I've already done audio volume decreasing/increasing depending on distance away. Putting a limit to how far the audio travels and adding pan shouldn't be too bad. I'll probably just use the existing audio classes so looping should be fine.


Can't guarantee I'll release anything soon but something like this in the works.
Sounds great, doon't forget to use a limiter so the volume will not peak accidentaly with wrong settings. Can't wait to see that too, I am also interested.
 

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