Bird Sounds Experiment [mannaz230]

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Texafornian
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Bird Sounds Experiment [mannaz230]

Post by Texafornian » Sun Jul 07, 2019 9:11 pm

The two files currently in T_D are T_SndEnv_Birds1 and T_SndEnv_Birds2. When the player gets near activators placed around the Reach, the game randomly plays one of the 2 files. We can expand the script on the activator to include more sound files. I imagined that the 2 sounds could be split up into at least 10-15 (maybe more?) different sounds, with each file preferably starting with actual sound (chirping, singing, etc.) followed by 1-3 seconds of silence to 1) allow some buffer for the next played sound and 2) not persist into Reach interior cells. It'd be great if the silence varied between 1-3 seconds instead of being something like 2 seconds every time (player could notice a pattern).

mannaz230
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Post by mannaz230 » Mon Jul 08, 2019 8:14 pm

Two folders included here.

The split folder has the randomized bird sounds cut out of the ambient bed. The ambience is intended to play constantly (through separate activators?) while other activators spit out a bird asset at random times. Blank sound files are included in the bird sounds to create a psuedo-randomization if the activator scripts can't handle that kind of playback.
This is the best method for a dynamic soundscape.

The baked folder has the ambient bed baked into the bird sounds. This is literally just cuts of the main source file. The problem with using these is that the interim periods of silence also drop out the "forest ambience" sound and leaves literal silence, which is gonna be a bit jarring. (This is how Bethesda's Bitter Coast sounds worked, as an example.)

https://www.mediafire.com/file/8cgrsptt ... d.zip/file

mannaz230
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Post by mannaz230 » Thu Jul 18, 2019 6:27 pm

Baked ambience assets with no silence

https://www.mediafire.com/file/wuheg27j ... b.zip/file

mannaz230
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Post by mannaz230 » Thu Jul 18, 2019 6:48 pm


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