Hello
I'm a composer / sound designer and I was interested in doing a mod for Pioneer involving the in-game sound effects.
I couldn't find any information in the Lua API documentation on how to add custom sound effects to a game event - is this functionality available?
Thanks.
Modding question: triggering custom sound effects?
Re: Modding question: triggering custom sound effects?
Hi and Welcome!
We have:
http://eatenbyagrue.org/f/pioneer/coded ... c-cpp.html
And usual events:
http://eatenbyagrue.org/f/pioneer/coded ... t-lua.html
But if you describe what you want to do specifically we can (try to*) add the functionality for you if it does not exist. Perhaps you already have some work samples for us?
* We're very short on people and time to spend on pioneer, right now, so no promises.
We have:
http://eatenbyagrue.org/f/pioneer/coded ... c-cpp.html
And usual events:
http://eatenbyagrue.org/f/pioneer/coded ... t-lua.html
But if you describe what you want to do specifically we can (try to*) add the functionality for you if it does not exist. Perhaps you already have some work samples for us?
* We're very short on people and time to spend on pioneer, right now, so no promises.
Re: Modding question: triggering custom sound effects?
There was a thread on another board from last September or so that was about generation of ambient sounds and how most sfx are hardcoded into the objects that trigger them - is this still the case or has SFX been exposed to the Lua API?
As far as what I want to do...I'm a composer who works primarily with SuperCollider, and I'm interested in branching out into generative music in games. Lately I've been experimenting with generative music using web data - did some stuff with MIDI.js and Bitcoin mining statistics that seemed promising and I wanted to adapt something like that to Pioneer - making a basic sequencer in Lua that would play melodies / beats based on what was happening in the game.
Another tangent I was thinking I might take with this idea would be to skip sample based sfx in the game and have in-game events control realtime synthesis in Supercollider via a Lua / Supercollider bridge.
As far as what I want to do...I'm a composer who works primarily with SuperCollider, and I'm interested in branching out into generative music in games. Lately I've been experimenting with generative music using web data - did some stuff with MIDI.js and Bitcoin mining statistics that seemed promising and I wanted to adapt something like that to Pioneer - making a basic sequencer in Lua that would play melodies / beats based on what was happening in the game.
Another tangent I was thinking I might take with this idea would be to skip sample based sfx in the game and have in-game events control realtime synthesis in Supercollider via a Lua / Supercollider bridge.
Re: Modding question: triggering custom sound effects?
Necrobumping this, and throwing out an idea that we aught to have some beep-sound effect when counting down to hyperspace. Should be easy to add, if we find the effect.
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Re: Modding question: triggering custom sound effects?
I'd like a charging up sound, like a electric motor winding upto speed in volume and pitch, then discharging when you engage, or winding back down and fading out if you abort... might be more complicated though.