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3D Game Programming All in One

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3D Game Programming All in One By Kenneth C. Finney – PowerPoint PPT presentation

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Title: 3D Game Programming All in One


1
3D Game Programming All in One
  • By Kenneth C. Finney

2
Chapter 20Game Sound and Music

3
Game Sound and Music
  • World sounds (3D sounds)
  • Server generated
  • Dynamically triggered sounds
  • Walking, weapons, collisions
  • Client-only sounds
  • Personal noises
  • Breathing, pain
  • Communications
  • Radio

4
Game Sound and Music
  • Footsteps
  • Can be animation triggered
  • (was not in book at press time, is now available
    for Milkshape)
  • Also can be direct message triggered
  • Client decides to activate, tells server to play
    sound effect and manage timing so all can hear

5
Game Sound and Music
  • Footsteps
  • Need a footstep sound, audio descriptor, and
    profile
  • Need to link messaging to movement key handler
  • Pressing move key tells server to start playing
    sound
  • Releasing move key tells server to stop

6
Game Sound and Music
  • Lab 1 Making Footsteps
  • Practice recording sound effect
  • Practice creating an audio descriptor and profile
  • Exposure to movement handler

7
Game Sound and Music
  • Lab 2 Making Utterances
  • Practice recording sound effect
  • Practice creating an audio descriptor and profile
  • Exposure to key binding code
  • Exposure to random number generation

8
Game Sound and Music
  • Weapon Sounds
  • Require a complete weapon definition to use a
    weapon sound correctly
  • State machine controls sound
  • States include preactivate, activate, ready, no
    ammo, fire, reload, finished reloading, dry
    fire, wait trigger release

9
Game Sound and Music
  • Lab 3 Creating Weapon Sounds
  • Practice recording sounds
  • Practice creating an audio descriptor and profile
  • Exposure to weapon state machine code
  • Learn how to place weapons in game world

10
Game Sound and Music
  • Vehicle Sounds
  • Idle, acceleration, wheel impact, wheel squeal,
    soft crash, hard crash
  • Audio profiles are needed
  • Vehicle datablock points to profiles

11
Game Sound and Music
  • Lab 4 Making Vehicle Sounds
  • Practice recording sounds
  • Practice creating audio profiles
  • Exposure to vehicle datablock
  • Practice placing vehicles in a game world

12
Game Sound and Music
  • Environmental Sounds
  • Need a profile for each sound
  • Create audio emitters that point to audio
    profiles
  • Torque has built-in Audio Emitter tools
  • Sounds must record as monophonic sounds to be
    used as 3D sounds in-game

13
Game Sound and Music
  • Lab 5 Environmental Sounds
  • Learn how to create audio emitters using the
    World Editor Creator
  • Use the World Editor Inspector to adjust audio
    emitter parameters

14
Game Sound and Music
  • Interface Sounds
  • GuiDefaultProfile objects can emit sounds
    triggered by the mouse
  • soundButtonDown triggers a sound when the mouse
    button is pressed
  • soundButtonOver triggers a sound when the mouse
    cursor passes over the object

15
Game Sound and Music
  • Music
  • Treat it exactly the same as sound effects
  • Descriptors and profiles are needed
  • Music can be started, stopped, and monitored

16
Game Sound and Music
  • Lab 6 Create Start-up Music
  • Practice creating emitters
  • Learn how to judge where in code to place music
    controls
  • Exposure to simple music control functions

17
Summary
  • Sounds can be played with direct commands,
    triggered, or scheduled
  • Weapons have a state machine which controls their
    sounds
  • 3D Sound Emitter objects can be placed at
    locations in a game world
  • 3D sounds must be monophonic
  • Music is handled exactly the same way as sound
    effects
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