This thread is yet another query for the devs, and this time I'm curious about the sound detection systems that PS will hopefully have in time. I don't except any of this stuff to be programmed yet, good if even schemed, but still, in the light of the Lennard's recent programming update, I got interested in the materials.
From Lennard's post it's obvious that you can determine the look and classification of a material and how the game's components such as the visions react to it, but instead of visuals let's focus on the sound, both the audible and the technical one. So this is it: Is it possible to make a custom values on how loud or quiet some material is going to sound? For example, I'm going to make a carpet, and I want to it sound more silent. (I bet this sounds familiar to some) Could I just use any step sound effect from the game and just tone down the volume to fit my needs, or do I have to create an entirely new sound for each material?
Here's the second question that's going to be a bit more complicated than the previous one. In SCCT's SvM, we had a sound detection system that picked up "noises" based on movement speeds, regardless of the material or the volume of the audible sound effect. Technically, it was possible to make walking sound like scratching a plate with a fork and still go silent for the merc's sound detector. Is the concept going to remain as the same in CT, or do you plan to improve it somehow, make it more dependant on what's actually there to be detected, rather than just setting a few values, that tell the game when to beep?
The third question is something more of an engine property than anything else. Let's s assume you could either of the previously mentioned sound detection systems: (fixed values based on movement speeds or the variable detection based on material properties) Is it possible to make a room completely soundproof?
That will be all for now, and I'm happy to elaborate any of the points in my post, if needed. Thanks.
From Lennard's post it's obvious that you can determine the look and classification of a material and how the game's components such as the visions react to it, but instead of visuals let's focus on the sound, both the audible and the technical one. So this is it: Is it possible to make a custom values on how loud or quiet some material is going to sound? For example, I'm going to make a carpet, and I want to it sound more silent. (I bet this sounds familiar to some) Could I just use any step sound effect from the game and just tone down the volume to fit my needs, or do I have to create an entirely new sound for each material?
Here's the second question that's going to be a bit more complicated than the previous one. In SCCT's SvM, we had a sound detection system that picked up "noises" based on movement speeds, regardless of the material or the volume of the audible sound effect. Technically, it was possible to make walking sound like scratching a plate with a fork and still go silent for the merc's sound detector. Is the concept going to remain as the same in CT, or do you plan to improve it somehow, make it more dependant on what's actually there to be detected, rather than just setting a few values, that tell the game when to beep?
The third question is something more of an engine property than anything else. Let's s assume you could either of the previously mentioned sound detection systems: (fixed values based on movement speeds or the variable detection based on material properties) Is it possible to make a room completely soundproof?
That will be all for now, and I'm happy to elaborate any of the points in my post, if needed. Thanks.