Staredit Network > Forums > Modding Assistance > Topic: Adding sound channels
Adding sound channels
Dec 23 2016, 8:57 am
By: Pr0nogo  

Dec 23 2016, 8:57 am Pr0nogo Post #1



Is it possible to increase the amount of sound channels in Brood War? I am looking into making movement sounds using iscripts (e.g. a Marine's walking animation plays a loop-friendly walking sound, or a Vulture's walking animation plays a loop-friendly engine sound), but obviously this eats up a lot of sound channels when several units move at once. Last I checked the max sound channels was incredibly low, something like 18 or 20 (maybe even lower?), so I'm curious as to whether or not something like this would be possible.

I must stress the 'is it possible' part of this question. If it's a lot of coding work (which is out of my wheelhouse), I'm willing to pony up cash for the job. Extremely interested in making this a reality. Thanks for the help!




Dec 23 2016, 9:29 am TF- Post #2



Cool idea, but with movement sounds per unit you will have sound channel issues even with an expanded limit, SC2 uses a complex system of sound priority and limits per sound, to determine how many times a sound can play concurrently, and which sounds should get cut out first when the game runs out of sound channels, I think you would need something like that to have armies with movement sounds.

Another random barely related thing I noticed about sc2 is that they even removed constant movement sounds for performance reasons, with few exceptions like terran flying buildings, and made it so short movement sounds play at the beginning of unit movement only, reimplementing the old style from the beta videos where tanks made noise constantly while moving around was a huge pain in the ass, but cool when it finally worked.




Dec 23 2016, 12:32 pm Pr0nogo Post #3



I could just make the sound have a random chance to play using randcondjmp if movement was overcrowding the channels.




Dec 23 2016, 5:24 pm IskatuMesk Post #4

Lord of the Locker Room

Anything is possible, and anything can be done. It's never a question of "can", it's a question of "will". It's all a question of skill and time. This would not be a trivial task, it would be reconstructing BW's sound engine and a lot of reverse engineering.

> blizzard
> caring about performance

Guess that's why we have CASC lmao



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

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[07:36 pm]
Ahli -- beacons are unclickable when disabled. To make the beacon's non-light areas appear as cloaked, simply gain vision with them via a detector for a brief moment, e.g. at map start
[06:21 pm]
jjf28 -- many units can be cloaked with the disable-disable-enable trick, dunno if beacon is one of them
[05:46 pm]
MTiger156 -- Psychic_Genius
Psychic_Genius shouted: Hello all :D hey I have a question. How do you cloak a beacon so you just see how it glows? i remember it was disabling doodad state. But its not cloaking it.
doodad state is used to open/close installation doors. cloaking a beacon (or any unit) can be done with special EUD software such as T-Warp's editor http://www.staredit.net/topic/17518/ modify advanced properties to include "permanent cloak", and the structure of the beacon will be invisible (given that it isnt pre-placed and is owned by a non-shared vision player)
[05:31 pm]
Psychic_Genius -- Im using scmdraft 2
[05:18 pm]
Psychic_Genius -- Hello all :D hey I have a question. How do you cloak a beacon so you just see how it glows? i remember it was disabling doodad state. But its not cloaking it.
[02:57 pm]
poiuy_qwert -- and for units, do they use their starEditPlacementBox for their size, or the unitSize? and I assume they are drawn in the same order as the units on the map?
[02:55 pm]
poiuy_qwert -- sooo, if both dims are <= 64 it renders 4 pixels per tile? which pixels from the tiles other then {7,6}? and if both dims are > 128 it does every other tile gets a pixel?
[11:00 am]
Suicidal Insanity -- FaRTy1billion
FaRTy1billion shouted: it was some other pixels for 64-sized maps
It actually uses 4 pixels for 64x64
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