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Messages - UArchitect

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1
General discussions / SoundBorb
« on: March 10, 2009, 10:06:17 pm »
ok this is a request but its not really to the sfml team but if this is an inappropriate place please move the thread

hopefully some of you out there have used soundborb before, if not check out http://soundborb.com/ its a dynamic ambience generator which can create a sort of procedural'ish kind of ambient music, there are several sliders which affect the mood and tone of the ambience

soundborb sound packs use multiple ogg files and a dat file with parameters to tell the program how/when etc to play the different sounds
heres an example:
Code: [Select]

////////////////////////////
// Sound Borb
// Copyright 2007 Tom Gersic
// module: A Deep, Dark Place
// Created by Intelligent Machinery Net
////////////////////////////
//main image file
image=images/A Deep, Dark Place.jpg
//audio files
//filename:intensity(true/false):happiness(0=neutral,1=sad,2=happy):random(true/false):looping(true/false)
audio/A Deep, Dark Place/001.ogg:true:0:true:true
audio/A Deep, Dark Place/002.ogg:true:2:true:true
audio/A Deep, Dark Place/003.ogg:false:2:false:true
audio/A Deep, Dark Place/004.ogg:true:0:true:true
audio/A Deep, Dark Place/005.ogg:false:1:true:true
audio/A Deep, Dark Place/006.ogg:true:1:true:true
audio/A Deep, Dark Place/007.ogg:true:1:false:true
audio/A Deep, Dark Place/008.ogg:true:0:false:true
audio/A Deep, Dark Place/009.ogg:true:2:false:true
audio/A Deep, Dark Place/010.ogg:false:0:false:true
audio/A Deep, Dark Place/011.ogg:false:1:false:true
audio/A Deep, Dark Place/012.ogg:false:2:true:true
audio/A Deep, Dark Place/013.ogg:true:2:false:true
audio/A Deep, Dark Place/014.ogg:true:1:true:true
audio/A Deep, Dark Place/015.ogg:true:0:false:true
//
// Made with Borbifier public beta 1
//


i was curious about getting some sort of soundborb-esque system going in sfml and/or hoping to actually be able to use and play a soundborb pack using sfml
however, since im not a very good programmer yet i dont think im up to the task of doing this myself, and wondered if anyone around with spare time/interest would want to do this (its not a demand, but just a suggestion if anyone felt like it)

feel free to discuss the concept / dynamic ambient sound generation and its usage here

i personally wanted to create a game with a dynamic ambient soundtrack that changed depending on game events/amount of enemies onscreen etc etc, certain sliders would be tied to certain events and statistics and so on, so i figured i would throw this idea out there since i cant do it myself yet :>

also sorry for the lack of capitalization formatting and punctuation, i am on a bad sleeping schedule and am really too burned out to be bothered

2
SFML projects / Aphid (Scrolling shooter)
« on: March 03, 2009, 11:20:42 pm »
Hello
first C++ project ever, and cannot describe just how clueless i am about real programming (even though im very experienced with unrealscript,javascript,lua, and several other scripting languages)
im the sort of person who prefers to learn by experimentation as everything i know is self-taught anyway

not too long ago i created a standalone modification for the unreal engine 1 which was a scrolling shooter named "Aphid" and i decided i wanted to get into real programming and do something more with the concept

you can view a video of the aphid mod here:

my goal is to recreate it (in 2d rather than 3d for now) and refine the gameplay

my time is split with other projects so i might not be able to post progress reports often but so far all i have done is create an intro logo which fades in and out ;P

3
np, thanks for responding

4
hello, are the pictures in my above post showing properly?

anyway modulate is a bit like multiply but it works similarly to the overlay mode in photoshop
lower than mid gray = darken
higher than mid gray = lighten
it just means i can have a "decal texture" which can darken and brighten rather than just darken (like the bullet holes above)

Quote from: "Laurent"
Modulate --> it's like Blend::Multiply, except mine is not multiplied by 2. Does the *2 actually mean something ?

rather than just src*dest (multiply)
its src*dest + src*dest, or to be put simpler (src*dest)*2
which means mid-gray will cause the underlying colors to be unaffected, higher than mid gray will lighten and lower than mid gray will darken

screen is like additive but its much softer, it preserves detail in lighter areas it wont bleach out and cause things to turn into white blobs which in certain situations it looks alot nicer (partivcularly when you have many overlapping translucent objects)

heres an example:
many sprites overlayed using screen blending:


the same image but using additive blending:



anyway, im not demanding or anything i imagine i could add custom blending modes myself but i wanted to throw the idea out there for consideration :>

5
rather than make a new thread i thought i would request some additional blending modes (also since you use glblendfunc for blending is there any chance in the future of being able to define the blending ourselves?)

anyway here are the blending modes i would like to request using the following two textures as an example:


Modulate
Modulate = src*dest+src*dest or (dest*src)*2 = glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR);

useful for decal textures which can lighten and darken

Screen
Screen = src+(1-src)*dest = glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_COLOR);

same as "screen" blend mode in photoshop, its like add but doesnt overbrighten and doesnt look as harsh


thanks in advance if you consider any of these

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