The Sound tool

  • Vortico
    10th Oct 2012 Member 0 Permalink

    Actual sound would need about a supercomputer to accurately compute the air pressure fluctuations at frequencies in your range of hearing. The highest frequency you can make in TPT right now is something like 18 Hz.

     

    Additionally, most of the sounds we hear come from vibrations of deformed bodies, something which TPT lacks. Even if you were to gather the computational power, you wouldn't get much more of a variety of sounds than crude pops and noise decays.

     

    @TheMean (View Post)

    Yes, I know this is unrelated to the topic, but since people were asking...

  • TheMean
    12th Oct 2012 Member 0 Permalink

    DELETED POST

  • Sylvi
    12th Oct 2012 Moderator 4 Permalink

    Just an idea related to this, MICRO.

    Using the air pressure level on that one pixel will be used to calculate the sound level. It could be one continous note, rising smoothly or sharply based on pressure of that one spot.

  • TheMean
    13th Oct 2012 Member 0 Permalink

    @Lockheedmartin (View Post)

     That is a good idea. The HUD cannot calculate the sound.

  • the_Demongod
    13th Oct 2012 Member 0 Permalink

    I like this idea, but it needs a few changes. The stickman thing is useless, apart from the fatal shockwave part, which is a good idea. It should be similar to when neutonian gravity was introduced. you could turn it on and off, and would only occur after an explosion of high explosives (TNT, C4) (fire is not an explosion, and in reality neither is THRM, which is used for welding). It should be able to move particles like gravity. It would be interesting to be able to change the sensitivity of the shockwaves with the console, so that even a 2*2px bomb could make an 20*20 crater or so. This would make it so that you could make large explosions in scenes that are very fine (everything is very small) even if the bomb was small, in scale with the scene.