[request] no sound in space

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[request] no sound in space

Postby azrael300 » Tue Jan 10, 2012 7:54 pm

if this was already requested i,ll just point this out.
i did not see this on the list of feature requests on the wiki.

Sound is a waveform made by the compression and expansion of something called a 'medium'. Usually the medium is air. Sound is caused by vibrations passing through the air. The vibrations cause the air to expand and compress in waves from the source of the sound until it hits our eardrums and transmits the vibrations to the drum, into the ear and to the brain where we recognise it as something we call 'sound'. Of course, sound can travel through other media including water (as in echo sounding) or even in solids (try placing your ear to the end of a broomstick held on a vibrating engine - the sound is really amplified as it passes through the stick).

In the vacuum of space, however, there is no air or any other medium, and therefore sound cannot travel. Light can travel through space because light is a waveform that is part of the electromagnetic spectrum (which includes radio waves, microwaves and x rays) and electromagnetic waves do not need a medium in which to travel.

(i could not explain it myself.... thought it was easy but it was not so i coped and pasted the above ^^^^^^ from wiki answers)

that is why i requested to have no sound in space
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Re: [request] no sound in space

Postby TBeholder » Tue Jan 10, 2012 8:01 pm

(gasp) They also communicate vocally. How unscientifical.
(shrug) And that's exactly what happens if you use pediawiki too much.
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Re: [request] no sound in space

Postby Hicks » Tue Jan 10, 2012 8:38 pm

a simple way to do this without changing the code would be to mute your sound. That way people that want sound can have it.
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Re: [request] no sound in space

Postby travists » Tue Jan 10, 2012 11:46 pm

There is a simple explanation for sound in space. Your ship's sensors pick up the energy discharge from missile launches, weapons fire, etc. as well as ships passing in close proximity, and convert this data into sound so as to increase the pilot's situational awareness. That said, a "Real Sound" option so that only your computer, comms, and things striking your vessel makes sound may be nice.
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Re: [request] no sound in space

Postby klauss » Wed Jan 11, 2012 3:41 pm

travists wrote:There is a simple explanation for sound in space. Your ship's sensors pick up the energy discharge from missile launches, weapons fire, etc. as well as ships passing in close proximity, and convert this data into sound so as to increase the pilot's situational awareness. That said, a "Real Sound" option so that only your computer, comms, and things striking your vessel makes sound may be nice.


Yep, and it wouldn't be difficult.
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Re: [request] no sound in space

Postby TBeholder » Thu Jan 12, 2012 2:43 am

travists wrote:There is a simple explanation for sound in space. Your ship's sensors pick up the energy discharge from missile launches, weapons fire, etc. as well as ships passing in close proximity, and convert this data into sound so as to increase the pilot's situational awareness.
Next thing you'll say the glass cockpit is misplaced since pilots aren't supposed to observe laser battles with a naked eye. :wink:
travists wrote: That said, a "Real Sound" option so that only your computer, comms, and things striking your vessel makes sound may be nice.
I don't see toggling this as such to be important, other than as performance saver. Now, making these channels more tweakable definitely wouldn't hurt. Such as more control over maximum sound event range / falloff / volume, for one (currently there's only cutoff distance). With controls improvements eventually turned runtime, because there's no reason not to do it.
klauss wrote:Yep, and it wouldn't be difficult.
It's already implemented, albeit with a few imperfections. There's alreay "audio/ai_sound", "audio/max_range_to_hear_weapon_fire" and so on.
Or, unitaudio/player_armor_hit vs. unitaudio/armor (it will fall back to defaults since units.csv currently doesn't have custom sounds - not that it was a good thing).
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Re: [request] no sound in space

Postby klauss » Thu Jan 12, 2012 10:22 am

I meant an option in vssetup for doing all the required config changes.
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Re: [request] no sound in space

Postby travists » Thu Jan 12, 2012 11:01 am

TBeholder wrote:I don't see toggling this as such to be important, other than as performance saver. Now, making these channels more tweakable definitely wouldn't hurt. Such as more control over maximum sound event range / falloff / volume, for one (currently there's only cutoff distance). With controls improvements eventually turned runtime, because there's no reason not to do it.


It is a "realism" option, for those like azrael300 who object to sound in space.
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Re: [request] no sound in space

Postby CLoneWolf » Thu Jan 12, 2012 12:41 pm

So, vssetup should present 3 settings:

Absolute realism (see azrael300)
Enhanced reality (realism plus cockpit alerts for situational awareness)
Eff realism, can I haz teh booms? :mrgreen:
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Re: [request] no sound in space

Postby travists » Thu Jan 12, 2012 12:50 pm

Most cockpit alerts would be present in absolute realism (It is pressurized is it not?), else just turn the sound off. It is the weapons fire, booms etc that get added with the SASS (Situational Awareness Sound System).
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Re: [request] no sound in space

Postby CLoneWolf » Thu Jan 12, 2012 1:21 pm

Well yes, jokes apart, what I was calling alerts would not just be classical alarms like missile lock you'd find on current fighters, but the synthetic booms as well; I called it Enhanced reality, but your naming is definitely more... SASSy :D
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Re: [request] no sound in space

Postby travists » Thu Jan 12, 2012 1:39 pm

So you have:
No sound
Real sounds
SASS -Player only
SASS -All

I don't recall where, but it was discussed at one point to have the sound set vary based on your sensor model. If SASS is listed, this would almost be needed. Just imagine: low end sensors gun fire sounds like an '80s toy ray gun! :lol:
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Re: [request] no sound in space

Postby CLoneWolf » Thu Jan 12, 2012 1:53 pm

Lethally dangerous! Who'd ever feel threatened by a weapon that goes "pew pew" ? :D
(Combat soundtrack by "Evasive Manoeuvres in the Dark" :mrgreen: )
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Re: [request] no sound in space

Postby travists » Thu Jan 12, 2012 2:12 pm

Check the PC speaker sound days. "pew pew" is every bit as menacing as "zzZZVAHWHHOSH!!" Just because your system lacks fancy sound don't assume that the weapon fired sound is not a threat. Now if the player fails to read his sensors manual... :twisted:
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Re: [request] no sound in space

Postby TBeholder » Thu Jan 12, 2012 4:17 pm

travists wrote:So you have:
No sound
Real sounds
SASS -Player only
SASS -All
I thought more like 0x / 0.5x / 1x / 1.5x of basic gain for external event sounds.
travists wrote:I don't recall where, but it was discussed at one point to have the sound set vary based on your sensor model. If SASS is listed, this would almost be needed.
Maybe this needs maximum range dependent on the sensitivity (multipliers may be confvar, of course), not the fixed one...
travists wrote: Just imagine: low end sensors gun fire sounds like an '80s toy ray gun! :lol:
Well, if you remember their chat tree... Never, ever, trust a Rlaan to make human interfaces. :P

CLoneWolf wrote:Lethally dangerous! Who'd ever feel threatened by a weapon that goes "pew pew" ? :D
Star Control 2.
CLoneWolf wrote:(Combat soundtrack by "Evasive Manoeuvres in the Dark" :mrgreen: )
What's this? Never heard of it.
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Re: [request] no sound in space

Postby CLoneWolf » Thu Jan 12, 2012 5:05 pm

TBeholder wrote:
CLoneWolf wrote:(Combat soundtrack by "Evasive Manoeuvres in the Dark" :mrgreen: )
What's this? Never heard of it.

Heh, it was just an adaptation of the 80's "Orchestral Manoeuvres in the Dark" a.k.a OMD ;)
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Re: [request] no sound in space

Postby nayam » Wed Aug 28, 2019 6:20 am

Interesting thread!! It is really wonderful to know about sound in space.
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Re: [request] no sound in space

Postby Folgore_202 » Wed Aug 28, 2019 10:24 am

Nah, having no sound in space would be realistic, but it's more, MUCH more convenient to have it... It helps situational awareness a lot. Plus, as it's been said by travists, there can be sensors translating data coming from around the ship (blastwaves, heat emissions etc) into sound.

[edit] aaaand I'm a retard, I was tricked by a totally-not-spam account to post in a 2012 thread. Sorry :|
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Re: [request] no sound in space

Postby loki1950 » Wed Aug 28, 2019 12:34 pm

How about that inadvertent necromancy no problem but if you listen carefully to cockpit sound stream almost all are ship interior sounds.

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