Even with the new coding and engine they have issue adding simple things? Or it's something else that i'm not understanding?hardware constraints this would be a very difficult task.


Even with the new coding and engine they have issue adding simple things? Or it's something else that i'm not understanding?hardware constraints this would be a very difficult task.
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Crowd noise is not a simple thing.
I don't know about you, but I would very much hate for them to just add a continuous loop of inaudible chatter in the background. Other games have tried that and it is incredibly annoying.
They need to find a way to implement a lot of random little individual noises so it doesn't just sound like a constant dull roar.

They could just make a lot of sound bit and reuse some their old ff13 sound bits that aren't ff13 exclusive and play about 5 of them at the same time and have the bits play at random so you'll occasionally hear the same bit but it will be not as noticeable. They could also just have all the npc sound bits in a city play at the same time and have the bits become louder as you get closer to npc saying them and lower as you walk further away. The problem might be high cpu usages so some lag...Crowd noise is not a simple thing.
I don't know about you, but I would very much hate for them to just add a continuous loop of inaudible chatter in the background. Other games have tried that and it is incredibly annoying.
They need to find a way to implement a lot of random little individual noises so it doesn't just sound like a constant dull roar.





There was a Oblivion mod and Skyrim mod that added chatter in the background (hammers, talking, neighbors yelling at each other to go to sleep or shut their dog up, a funny joke to Dane Cook was a neighbor telling him to shut his key up while he was trying to get in the house.. lol), certain circumstances would raise or lower the sound - like distance, time, moving or not moving, other priority sounds playing (audible npcs vs inaudible).Crowd noise is not a simple thing.
I don't know about you, but I would very much hate for them to just add a continuous loop of inaudible chatter in the background. Other games have tried that and it is incredibly annoying.
They need to find a way to implement a lot of random little individual noises so it doesn't just sound like a constant dull roar.
GW2 npc screaming the same-thing everday is bad - so they should definitely take a peak into what it would be like 2 hours non stop.
Also somethings should be a dull roar like if you are by a giant mist engine- if you dont like the roar get away from the mist engine silly lol.
@this is really easy to do (not you Kiote): Adding ambient sounds with no 3d point isnt too bad, but as you add all of the ifs, buts, wheres, and whens its definitely more than a 2 hour trip to the grindstone.
Last edited by Shougun; 02-02-2013 at 07:58 AM.


He's talking about each NPC having it's own soundset... He wants the sound of the city to match what is actually happening and I cannot for the life of me call that easy, specially in an MMO that has to handle that happening all the friggen time
It's not a "simple thing" to implement. But odds are they want to design it so that it isn't something that requires stronger hardware.
Just because something sounds "simple" to you, doesn't mean it actually is.
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