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sound in space?

Started by March 08, 2002 02:45 PM
55 comments, last by mill-o 22 years, 9 months ago
quote: Original post by mill-o
a good in-car scene is the long car chase in Bullit. they just did it like this:

1. get cool old cars
2. put actors in them
3. put cameras in them
4. tell the actors to have fun and drive like they did when they were 20 years younger
5. no need to do more than one scene since it''ll be cool and realistic -> they save a lot of money too!

ok, i''ll shut up, for now.



Actually for real car chases or other scenes involving cars they almost ALWAYS use professional stunt drivers, there are very few actors (like Jackie Chan) who do their own stunts.
Don''t you hate it when you''re watching a movie and there''s a thunderstorm but you can hear what the actors are saying 50 feet away? OH WAIT! That''s because this isn''t real life and it''s meant to be enjoyed.
If you made their voices impossible to hear people would not enjoy the movie because they''d miss the dialogue. If you remove sounds from a game just because of the environment it will lessen peoples'' enjoyment of it. Not to mention if you''re following the laws of physics you might as well flush your space game down the toilet since faster than light travel as we''ve seen in science fiction is impossible, so there''s a good chance the whole basis for your game goes against physics.

But I have to agree with lens flares being overused and innappropriate. Not because they''re unrealistic (except if you wear glasses maybe) but because they''re UGLY.
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In a frantic combat sequence when you are trying to evade enemy fire, though, a lens flare can be an effective dramatic device.

Remember the Millenium Falcon flying away from the planet at the end of Empire Strikes Back, and the sun comes over it''s horizon with a slight flash?

Yes, a lens flare can "get in the way", but maybe there''s a balance between decoration, inconvenience and effect...

They''re just trying to entertain us!

But I do agree, a lens flare overused would be annoying.
It's not what you're taught, it's what you learn.
I think before you can critique a game on the proper use of physics you first need to look at what type of game it is. If it were a space SIMULATION, no I would not expect to find anything that goes against the laws of physics. If it is a game, intended solely for pleasure, sure lets get some killer sounds and FX going and try to come up with a new twist that has not been done before. Basicly let your imagination run wild, the outlandish possibilities I beleive are what drive most people to play games so they can take a break from "reality" for a short while. Just my .02

GRELLIN
You''re not drunk if you can lay on the floor without holding on! -Dean Martin-
Steven Bradley .:Personal Journal:. .:WEBPLATES:. .:CGP Beginners Group:. "Time is our most precious resource yet it is the resource we most often waste." ~ Dr. R.M. Powell
quote: Original post by mumboi
But I have to agree with lens flares being overused and innappropriate. Not because they''re unrealistic (except if you wear glasses maybe) but because they''re UGLY.

i always wondered why so many people bitched about lens flares in games (i wear glasses, heh heh)...
--- krez ([email="krez_AT_optonline_DOT_net"]krez_AT_optonline_DOT_net[/email])
This goes with my post some time ago asking why people are determined not to allow games to be games. I''m guilty of it, almost everyone here is -- you think "that''s not the way it works in REAL life", and try to make it so that it reflects real life. Truth be told, if you were to make games more like real life, they''d be pretty friggin'' boring (a space game would involve you flying the spaceship for about 3-4 real months, and then maybe seeing something, maybe not... an RPG would involve you running around for long periods seeing nothing, and 2 or 3 real days later, seeing a couple of run-down shacks, and a few starving peasants).

Remember, games are fun. That''s what they should be, and if you want to take a ton of creative license making it so, knock yourself out. Otherwise, games would have never become popular ("There''s a yellow 4/5 circle running around picking up dots? Who the hell is going to buy that!? Make him a mail man, and make him go from house to house dropping off mail. Score, what score? This game should be done to simulate delivering mail!")

If you want a physics class, go take one (or better yet, go outside and look around). Otherwise, enjoy hearing sound in space, or turn down your speakers. When you write your space game, leave it out (but be prepared to have a lot of complaints about not being able to hear lasers and engines -- blame that one on Star Trek and Star Wars)

-Chris
---<<>>--- Chris Rouillard Software Engineercrouilla@hotmail.com
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Hmm, if may be wrong, but if your cockpit has air in it, and there is contact between the lazer emitter on your wing (an incredibally stupid thing to put wings on spacecraft that are not going to do any atmospheric-that really bothers me), and somewhere along the way there is somethign touching something in your cockpit, then you would hear it. It is like when you fly the Concorde, you still hear the engine sounds when you are supersonic because the sound goes throught the metal and it travels faster in metal than in air. you wouldnt hear the classic arcade zap, maybe a buzz if the gun took lots of energy, but it could happen. And as for trailing flames, well a ship that is trailing oxygen or flammable gas would trail fire as well, kinda like a flamethrower moving at 5000 miles per second. But with a really big tank. Oh well, just M2C.

Maybe in a big ship you would hear the radio chatter, a faint buzz of the engine and powerplant, stuff like that.
well, i was referring to when the scene is out-doors (?) and a space-craft goes by and makes a swooshy-sound

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In a realistic space game there would probably be only one habitable planet with a civilization on it, within your closest few hundred lightyears. Still, I too would like a little more realism. Ok, so a game/movie has to be enjoyable, but isn''t this thread a sign that lack of realism gets in the way of entertainment for more and more people? Look at sci-fi shows from the 50''s/60''s. We don''t buy into that "world" anymore. We want sci-fi to be more or less believable. That''s the "sci" part of sci-fi.

As for sounds in space, I''d be satisfied with "simulated sound". For example a ship computer that generates 3D sound in my cockpit based on radar information. Come to think of it, hasn''t such systems been suggested for fighterplanes and such?
I was thinking exactly the same about 'simulated' sounds in space, an advanced computer would insert 3D positional cues for the pilot, after all in combat it helps to have as much information as possible on the layout of the battle field and sound is extremely useful.

Maybe this could even be extended, inserting extra sonic tactical cues on armament, or threat level etc. Would be cool I think (although maybe quite hard to learn to use).

Edited by - JuNC on March 9, 2002 9:31:34 AM

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