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Ambiera Forum > CopperCube > Programming and Scripting
Help Requisition - Audio effects on CopperCube
Author Text

kaelgodoy
Registered User
Quote
2022-05-13 03:14:10

[SOLVED]

Hello everyone, hrud?
I was using some footstep sounds with pre-made effects made on Audacity, but it takes a lot of time and coding to play each sound on each environment. I have a sewer, and a outdoor area, and of course, at the sewer the sound needs to have an echo effect, but if i play different audios on each environment i'll probably be wasting my time organizing the sound files for each environment.

So here's the question: Is it possible to use the effects existent on IrrKlang? Like echo, distortion, reverb and etc?

If it is possible, can i use the same commands from IrrKlang (C, C++ and .NET) at CopperCube with JavaScript?
Or it has its own command parameters?

If you, reader, can help me, i'll be extremely grateful


Robo
Guest
Quote
2022-05-13 11:28:52

I didn't know IrrKlang had that but I'm quite sure no as don't think that's even used in CopperCube.

Would be great if it did as would save a lot of different sound files like I have currently.

Maybe put a request to Niko for that...


VP
Guest
Quote
2022-05-13 17:19:40

You can simulate attack/fade, phase-shift, echo, tremolo and reverb very crudely by recreating the physical effect manually.

Attack/fade - start the sample playing as 3D in the distance and move it towards the camera over 500ms for attack effect - start sound close to camera and move away for fade/decay.

For echo - play the same sample twice or more (one after the other - with a 500ms delay and reduce the volume of the subsequent samples for cadence/decay effect).

For phase-shift/flanger/chorus: play the same sample twice with a very short delay between sample 1 and sample 2 (1 or 2 milliseconds) - both samples at the same volume. For added effect,push one sample 3D left and the other 3D right.

For reverb, same as phase-shift technique (above) but sample2 should be a lot quieter than sample 1. Adjust delay to increase/decrease reverb.

For tremolo, attach (child) 3D sound to a rotating plane so the sound circles and pans left/right, close/far. Adjust distance of sound and speed of rotation to adjust vibrato/tremolo effect strength.

Another alternative is to record all your samples with echo tails. Now when you play them back they will echo (obviously) - good for caves/buildings etc - to make the same sample clean (no echo), use the "stop sound" command to cut the sound short before the echo/delay plays.


kaelgodoy
Registered User
Quote
Today

Thx @Robo and @VP. In the end, i ended up choosing to make separate files for each environment, since i can do a lot of stuff using different audio files.


VP
Guest
Quote
Today

You're welcome. Glad you found a solution. You probably already know this - but you can use a DAW (with various free VST plugin effects) to change your sounds with filters to create different environments.

A good resource I use for ready-made game sounds is: https://www.sounds-resource.com/ it has thousands of sounds and voices from old games.


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