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Author Topic: DoomRL sound system gets famous :-D  (Read 2933 times)

alver

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DoomRL sound system gets famous :-D
« on: September 16, 2011, 02:08 »

It seems the sound system of DoomRL got notice of a sister game:

http://forums.te4.org/viewtopic.php?f=36&t=28361
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thelaptop

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Re: DoomRL sound system gets famous :-D
« Reply #1 on: September 16, 2011, 03:08 »

Ah, most interesting!  And yet here we are trying to make it even better.  =D
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alver

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Re: DoomRL sound system gets famous :-D
« Reply #2 on: September 16, 2011, 03:56 »

Which makes me wonder - is it possible to have some enemy with a CatEye trigger a special sound upon seeing DoomGuy?
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yaflhdztioxo

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Re: DoomRL sound system gets famous :-D
« Reply #3 on: September 16, 2011, 10:58 »

Yes, with custom AI.  Currently there are two procs that can tell you if the monster sees a player or if the player sees a monster.  A custom AI could easily use those to make sounds that trigger when long sighted monsters see the player.

In fact, Tehtmi has--in his work assisting KK with the AI--made AIs that behave similarly (guarding a position until they see a player).  So it's not only possible, the general idea has been done.
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getter77

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Re: DoomRL sound system gets famous :-D
« Reply #4 on: September 17, 2011, 07:30 »

Yep, as I said there, Chaosforge is pretty much on the forefront of such endeavors and I would home ToME 4 and many other projects deem it worthy to make their own progress in the world of Audio.
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