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Winter update; Audio asset list & review list #38

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@beaumancer

For the winter update, heres the audio to update, revisit, proof up;

===================================================
==================================== vanilla speed dial =
review sounds =

  • drugs
  • music (integrate adesi music mixer?)

add new sounds =

  • stinger game start (8 seconds long)
  • stinger game over (8 seconds long)
  • stinger domination (dynamic sound, intensity rises with kill count)
  • stinger revenge

voiceline sounds = (TBD)

  • character voiceline [game start] "lets do this"
  • character voiceline [got a kill] "Heh" "MMmmm"
  • character voiceline [dead] "Doh!" "Ow!"
  • character voiceline [domination] "I'm amazing!"
  • character voiceline [revenge kill] "Back at ya!"
  • character voiceline [winner MVP] "I'm the best!"

=================================================
===================================== zombie mode =
Zombie mode sounds =

  • zombie attack swish (w/out impact sound)
  • zombie attack vocal
  • zombie hurt vocal
  • zombie idle vocal (could be unnecessary)
  • zombie death vocal
  • zombie proximity intensity loop (any player near zombies hears "gnawing")
  • wave begins (zombie spawning global alert)
  • gun shop interact
  • gun shop purchase
  • gun shop spawn
  • gun shop vanish
  • barricade repair
  • barricade hurt
  • barricade collapse
  • player earn points "ca-ching!"
  • soundscapes assets (indefinite rn)
  • zombie music assets (indefinite rn)

==== Decide implementation for zombie music, heres rough concept layout:

  • pregame-no-action = play soundscape (includes spooky sounds, distant zombies, ambient musical elements)
  • wave-begins = music begins (rhythmic, dramatic, possibly interactive & random elements?)
  • wave-over = music stinger and fadeout (uses beat sync transition w/ adesi music system)

music sidenote: interactive music elements require specific code design for that composition, this would complicate the 'randomized-playlist-of-all-composers' approach for music we typically do at Eagle One. Possibly we randomize the music of all Eagle One composers on a "per-wave-basis". Everything here can be accomplished with just a bit of effort. TBD.

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  1. self-assigned this
    on Nov 27, 2022
  2. DoctorGurke commented on Nov 27, 2022

    @DoctorGurke
    Member

    Love that you put stingers for game start and over on there, I only recently thought about that haha
    We could also use some generic damage/impact sounds, that's part of the fx I wanted to improve on for classic speed-dial

    You're also an MVP for putting so much consideration into the implementation for more complex music features. The s&box sound API is extremely lacking at the moment, coming up with proper use cases for features to be added would be an excellent use case for this

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sound/musicRequest for a new or adjusted sound/music

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