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InsideQC Forums • View topic - Built-in Reverb for Quake?

Built-in Reverb for Quake?

Discuss programming topics for the various GPL'd game engine sources.

Moderator: InsideQC Admins

Postby Teiman » Thu Mar 18, 2010 2:18 pm

Teiman
 
Posts: 309
Joined: Sun Jun 03, 2007 9:39 am

Postby OneManClan » Thu Mar 18, 2010 6:30 pm

Thanks guys, for your brilliant suggestions.

I was originally envisioning adding some DSP functions to the server software, and I'm so newb, I forgot that the *client* makes the sounds :oops: , and all the server does is tell the client which .wav's to play ( and when). Any DSP would have to be run on the client.... right? So unless the client can respond to a 'play this .wav with reverb' instruction from the server, this can't be done...or can it...?


In any case, I've had a go at an underwater effect using processed wavs, and it works! If you're curious - check out tastyspleen.net:26666. It works with axes, shotguns and rockets. Try it - jump in the water and fire your shotgun. For some reason though grenades don't work..? I forgot how TINY the sound files are!!! So the extra sounds can be downloaded in seconds, though for those who haven't been to my server there might be quite a few other files u need to dl.

Anyway, I really think this 'method' will do nicely for now, hopefully someone can explain why the alternative sound for grenades doesn't work.

ALSO: you know the sound a rocket projectile makes, when it hits a surface? I can't find where that wav is , possibly this is not in the quake C..?



OneManClan
ps Whilst people have offered to make maps specifically for the O vs D format of the game, AGR (as currently played at the ) is currently played almost exclusively on old skool maps - 2fort5r, rock2, etc.
OneManClan
 
Posts: 247
Joined: Sat Feb 28, 2009 2:38 pm

Postby Teiman » Fri Mar 19, 2010 8:57 am

Teiman
 
Posts: 309
Joined: Sun Jun 03, 2007 9:39 am

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