From: Anders A. <and...@ho...> - 2006-09-12 17:51:01
|
>Paolo Wrote >My 2 cents about associating music with maps: it is fine as default to >have a single music over a map, but having music changing as events >occurs (as suggested by Oslsachem) it's important, imho. This is >because some players stay a lot of time on the same map, i see :-), and >probably you will have the same music over many maps. Ahh yes!! offcourse, I totally forgot about the dynamic part, however, I belive this is still possible to define somewhat easerly with that properties file. We just need to add a line that says something like this: bgm.battle = battlemusic.ogg With this we could fade to the defined battle music whenever we see a red attack square close to us (just when it's close to us thou, since we actually can see the entire map we are on, and if someone is fighting a monster on the other side of the map, we would get battle music, even if nothing hapens near us) >Miguel wrote >Not a bad idea, but right now sound fx is just client side only. >We would need to transfer this data from server, so it is my "insistence" >in using either a RPObject ( create a class Music.java in maps and define >an object per zone ) or in storing this info in Tiled ( we would need to >edit all maps to add the info as propierties). Yes, and I think it's still possible to keep it at client side (no need to generate unnecesary network traffic), just that the client should be smart enought and understand when to use different sounds at different times (attack sound when you get an attack message, defend sound when you get a defend message, it's already used for the miss/defend/damage icons we have). Unless we truely implement a limit to how far away you can see monsters and other players on the map you are on, togheter with a monster hearing limit (how far from the monster you have to go before you stop hearing it), and the hearing have to be longer then the vision limit, othervise the vision limit can be used instead (this things would be way to complex for this game I belive thou, atleast before we have the skill system... and I wonder how much this stuff really would give to the gameplay anyway?) One thing that an RPObject can be used for thou is to overide the currently defined music, so that we either can change the default music on maps server wise (no need to release a new client to get the newly defined music on maps) or to tell the player's client that he/she is currently fighting a boss monster (or a town raid is going on) change the music to boss battle music instead of normal battle music (we don't have any places that I know of, that specifies that the monster is a boss monster, well we don't have any real boss monsters yet either thou... even if a few of them probably could be counted as boss monsters, creatures.xml could still be used for that thou) Placing the music info in the maps, I personally belive is a bad idea, since we literally need to change every map we have, I don't think editing this properties file would be any hard either (it's way easyer then editing java code!) especially if we put some usefull coments at top of the file, just like we have in both items.xml and creatures.xml. It's easyer then to use a script aswell I belive... cause a script that writes this info in the maps would have to be configured aswell. Leading to a form of properties file anyway, but this time... in the form of a script... Well, I think that covers most of the ideas... but please keep your ideas running, so we can define a good "final way" already at the start. >Paolo Wrote >Just to tell that "A New Homeland" loops correctly without >crossfading, but you can try 1622ms of crossfade time between to avoid >the short pause. Hmm, come to think of it... we probably should use this file to define the ms value we use when crossfading music aswell (is it really called crossfading music?, I thought it was simply called a "possition jump"... crossfading I thought was when you fade-out one song then fade-in another one just like a DJ on a danceclub does when beatmatching two songs...) Maybe an own define should be used for the songs that uses crossfading (or possition jump), something like this: ANewHomeland.ogg = 1622 At the top of the file.. or might this be hard to detect? it dosnt use the bgm.* value at the beginning after all... Regards Anders Asplund aka danter @ irc.freenode.net #arianne _________________________________________________________________ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ |