Hi, developers!
I have an idea how to make sound in game.
For every frame, we have an array of samples.
If a particle appears, add, say, 4 samples of white noise.
If it disappears, then add 4 samples of sine wave.
If the sample array overflows, then new value = old XOR new
When the frame gets rendered, samples are played.
Possible trouble: Syncing with framerate.
Sorry, but this is an idea on how to implement sound, not a suggestion to just 'add it'.
I misunderstood you!
Lagnadium41:
Why does TPT need sound? I think it's enough if you press 1 or 2 and look at the shockwaves. But what would be the uses of sound?
asside, that sounds like it would be an interesting source of noise, when I think about using vmap for that. but I guess,the nature of the sim, eventually anything that could make noise would start getting annoying quickly(both generated and repeated sounds)
jenn4:
@zBuilder (View Post)
And TPT air does not really form waves, which sound actually is. In TPT air just flows constantly, and does not pulse, as it does in real life.
I know,AFAIK it's a 2d set of values. obviously, if you tried to calculate it based on the way it is on the screen you'd never hear it unless there's some sort of microphone element,since the "air preasure" does not move in "your" direction.