Ambience & Sound design#1133
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…o sound-design
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chazzyjazzy
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so if im understanding this right - ambient_buzz is a consistent sound played every few seconds, and the ambience index var is a list which is randomly selected from to play an ambient sound
About The Pull Request
Expands our soundscape.
This is not the final version I want as I think I want to do a greater pr rerwriting the underlying ambience code to be able to have finer control over paramaters for individual sets of sounds. The current code struggles to decently control rarity as sounds just have to be pooled in a massive list (meaning i have to specificly cull sounds to keep there rarity under control). The new system will likely datumize each set of sounds.
Why It's Good For The Game
The current soundscape has alot of issues, including that some areas just have the TG generic ambinece.
Alot of our ambient sounds are loops that aren't actually playing on loops but also sound ass because they loop poorly.
No longer will every interior you walk into have the same weird shop sounds
Changelog
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add: Adds a large set of new ambiences to mostly replace the old ones.
add: Pipes and stalagmites have a chance to have dripping sounds playing
add: Light tubes have a chance to have an ambient buzz
add: Adds a
looping_sound_emitterobject for mapping that can be vareditted to have a looping sound easier.fix: Fills in the gaps of the ambience buzzs and sounds so that Space ambience no longer plays
/:cl: