Question: HL2 soundeffects (wind, shooting)

FriScho

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In the latest DX9 HL2 Demonstration, I was amazed by the sound of the wind on the rooftop. Is this scripted or is the howling and sough of the wind created dynamical based on windspeed, player position and environment? Same to some weapon sounds. The impact of the shots sounds very dynamic, too. If it's dynamic, you could create a wind chime in an Half Life 2 mod :)
 
Originally posted by FriScho
In the latest DX9 HL2 Demonstration, I was amazed by the sound of the wind on the rooftop. Is this scripted or is the howling and sough of the wind created dynamical based on windspeed, player position and environment? Same to some weapon sounds. The impact of the shots sounds very dynamic, too. If it's dynamic, you could create a wind chime in an Half Life 2 mod :)

I noticed something, when he was just about outside from the first area, he stood near the ledge, and then turned around and looked at the lighting through the roof again (note no wind) then he turned back around and all of a sudden there was wind. It just didn't sound right.

I LOVE the effect though, my jaw dropped watching that movie. I have to say, if HL2 is anything like that, I would literally be scared of the height if I were on top of one of the towers in the background.

Freaky...
 
I noticed the same thing as [[Lucky]]. It's just a regular sound sample, I think, no special trickery.
 
Originally posted by koopa
I noticed the same thing as [[Lucky]]. It's just a regular sound sample, I think, no special trickery.

Agreed but it sounds like it's got a dynamic trigger that changes volume and channel based on player position.

The effect is quite nice. It could also just be scripted like every other game out there.
 
Gabe said, there are nearly no scripts in hl2, all is based on the game physics and ai. I still wonder, it this statement was including the soundengine. Even the old Unreal Tournament had Doppler effects and a 3d-soundmodell. HL2 could have something even more advanced. I did not find many informations about the Source-Sound-Technologie. Anyone?
 
From the Valve info thread (Apos):


I have a question about the are the cables/wires (which look FANTASTIC). Especially the way they move in nearby "wind." How does this effect play into map making/model design: do models (like the Alien gunship) have a special flag that means they generate a wind disturbance in their general area? Or does this require some sort of special scripting in C++? Can we make other objects in the game beside the cables/wires react to "wind" or is it an automatic factor of their weight?


From: Gabe Newell
mike?

From: Mike Dussault
Currently, blowing ropes around like the gunship requires specific code in the entity that wants to do it. There is an entity that can create a global wind force for non-rope objects, and it has parameters like wind speed, direction, and noise.
 
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