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Sound in games

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This Post:
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199407.15 in reply to 199407.14
Date: 10/29/2011 11:33:55 PM
Overall Posts Rated:
766766
What about some simple crown noises/boos/net swishes/whistle blows/time out noises/ etc etc etc.?

No on the commentary for me, i find all games that have commentary too annoying after a while.


This Post:
00
199407.16 in reply to 199407.15
Date: 10/30/2011 1:54:44 AM
Overall Posts Rated:
105105
First you can turn-off the feature - easy to implement.

Second, what will you do in case you want to watch something else (work, program etc.) but would like to know what happens in the game?
This is a solution for those cases.

This Post:
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199407.17 in reply to 199407.14
Date: 10/30/2011 2:12:55 AM
Overall Posts Rated:
587587
Recording a bunch of numbers in one language and running them through a codec is no problem. Implementing a decoder into the game viewer is the real workload. If you had actually been around in this game long enough to realize it, you would know that the game viewer development that is visible to users has been an area of fairly slow progress. The good thing is that the game viewer quality has been high from the start (from season 3 anyway, when I started).

This Post:
00
199407.18 in reply to 199407.17
Date: 10/30/2011 2:39:39 AM
Overall Posts Rated:
105105
Usually there are packages for simple stuff like decoders, and it shouldn't be that hard, but I may be wrong, as I'm not that familiar with sound decoders...

In any case, it is a "nice to have" feature anyhow.
If they have a solution, I think it will add a lot. If not, a shame, but one that can (continue and) live with.

This Post:
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199407.19 in reply to 199407.18
Date: 10/30/2011 5:46:39 AM
Overall Posts Rated:
587587
I guess one issue with audio is that you would need to download the bit stream files every time you launch the game viewer. Having a significant number of audio items would either imply high compression rates or significantly higher bandwidths than BB currently takes. Solving this problem in an efficient way is not trivial, and audio coders certainly aren't simple if you talk about the technology (downloading something off the Internet of course is simple).

This Post:
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199407.20 in reply to 199407.19
Date: 10/30/2011 9:12:13 AM
Overall Posts Rated:
105105
Again, I am not familiar with this field, but...

Why do you need to download it over and over again?
Add a plug-in, that knows to translate information from the site into a sound already saved as part of the plug-in.

In the end, when the score changes there is an information that is being updated at your screen.
So, I guess you can send as part of the information sent to the user the current score (for example) as part of the UML or something (again - a field I'm not familiar with), and just handle it with the plug-in.

This Post:
11
199407.21 in reply to 199407.20
Date: 10/30/2011 9:17:35 AM
Overall Posts Rated:
154154
Then stop teaching us on matters you are not familiar with while refusing any con arguments.

This Post:
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199407.22 in reply to 199407.20
Date: 10/30/2011 9:42:48 AM
Overall Posts Rated:
587587
So, which plug-in are we now talking about?

From: rcvaz

This Post:
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199407.23 in reply to 199407.21
Date: 10/30/2011 3:08:56 PM
Overall Posts Rated:
172172
Point is, why blurt one idea that popped into your head when you can blurt 5000?

This Post:
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199407.24 in reply to 199407.22
Date: 10/30/2011 6:55:10 PM
Overall Posts Rated:
105105
A plug-in that will identify the information sent, and translate it to voice which is part of that plug-in.

There can be many solutions.
Another one is to have the game downloaded with all the media - voice and "video" as part of it.

The first is defining how much a feature is needed.
As I wrote (more than once), this is a "nice to have" feature but one that will add to the game experience.
Game-experience and User-Friendly are things that are improtant on any product.

Does it worth the job?
Neither of us know what are the capabilities of the developers, their priority, the OS they are using, etc.
This seconds part is for them to define.

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