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Daemonion shows off some EAX implementation work in progress.

Posted by Daemonion on Mar 10th, 2012

I just got back from being out of town and have something to share with you all. Leave comments here or in the audio thread. In-game demo starts at about 8:35.

On another note, I just got a new zeppelin wind-shield for my shotgun mic. No 140mph winds 'gonna hold me back now!

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Master_BroTal Mar 10 2012 says:

kudos on that wind-shield, can't wait to see you do some recording with those guns
awesome vid btw!

+3 votes     reply to comment
JoshuatheGrizzly Mar 10 2012 says:

I love the knife beep xD.

But hey - if it is too jarring to make it work in really small things, atleast make sure it works properly on a "per level" basis. For example, letting the wild territories and the bar have a generic "cityscape" EAX setting, as well as letting the other areas have a "Rolling hills" scape, and the indoor big levels (underground Apagrom, NPP) a generic "Indoor" soundfile. Have those done for 1.2, and if you have time left, slowly add more detail like this "small corridor". Simply just having acoustics is a big improvement over any other mod, so don't lose yourself in the detail.

But splendid work! keep it up!

+4 votes     reply to comment
Daemonion Author
Daemonion Mar 10 2012 replied:

It is easier said than done, but that is my hope.

The difficulty really comes in covering a whole map in a sound environment, because it has to be done with several separate boxes since the levels are goegraphically uneven.

For example, trying to make one sound environment that covers the Cordon creates clipping issues into some of the basements and stuff in houses, and doesn't even reach the ground in some areas of the map.

I am working on it, though. The pay off will be epic if it all works.

+3 votes   reply to comment
dave_5430 Mar 11 2012 says:

I suppose you couldn't just cover the entire map and then add seperate split off functions overlapping areas that have different 'geographical properties' compared to the rest of the map?

Is there no way to make a sound environment inside of another one, which overlaps/overtakes the base one? I'm sure it's possible to make the scripts overrule eachother based on their priorities...

+1 vote     reply to comment
Daemonion Author
Daemonion Mar 11 2012 replied:

Yes, it is possible and I have that working. I have the rookie camp engulfed in an "outdoors" sound environment, with the houses containing a "room" sound environment.

The transitions aren't too smooth, and the issue of far-away sounds getting greatly amplified is still present. For example, you might barely hear the guitar playing outside of a house, but once you step inside into the sound environment it suddenly sounds like you are right next to it.

+1 vote   reply to comment
[TZP]LoNer1 Mar 11 2012 says:

Daemonion, great work. Magnificent! This kind of quality is what makes this mod so unique, really, it makes me smile from ear to ear :) All i can say is, good luck!

+1 vote     reply to comment
Daemonion Author
Daemonion Mar 11 2012 replied:

Thanks, Loner. The underground levels should prove to sound pretty awesome once I make the right sound tables :D

+1 vote   reply to comment
[TZP]LoNer1 Mar 12 2012 replied:

nice! Can you, if you are done with LURK ofc. make a small tut for those who try to achieve the same?

and really astounding work man!

+1 vote     reply to comment
Daemonion Author
Daemonion Mar 15 2012 replied:

Sure, I can make a tutorial eventually.

+1 vote   reply to comment
Lacedaemonius Mar 12 2012 says:

I love you.

+2 votes     reply to comment
Daemonion Author
Daemonion Mar 13 2012 replied:

And to think, it only took you all these years to finally admit it.

+1 vote   reply to comment
Hidraga Mar 14 2012 says:

I hope you guys will add support for the russian and ukranian versions of the game.

+1 vote     reply to comment
Daemonion Author
Daemonion Mar 14 2012 replied:

I'm not really sure how that would work. Perhaps Panzer knows.

+1 vote   reply to comment
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