Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Enhancement for Audio in Pets #2686

Open
antpb opened this issue Mar 29, 2022 · 2 comments
Open

Enhancement for Audio in Pets #2686

antpb opened this issue Mar 29, 2022 · 2 comments

Comments

@antpb
Copy link

antpb commented Mar 29, 2022

Thinking through an enhancement for pets like the fox repo. OMI audio emitters can store audio in a glb using the omi-gltf-transform package. I want to make a web tool that will let people attach a positional audio track to package glbs with the audio they may need to play. Theres also a blender add on that people can use to attach audio.

This could enable emitters to play randomly as a pet walks. Content creators only have to focus on one asset to distribute to their communities.

Maybe an array of many sounds could be defined and randomly pick one at runtime to play as it walks on random intervals. Then content creator only has to worry about the one glb and the spec tweaks a bit. Optional params maybe.

Maybe get some input from the tubby cats community as a good test case to build this against? 👀 I bet they would have fun with deciding what a tubby sounds like and it would make their assets easier to distribute without having to put an mp3 file out there alongside.

you can see/hear an example of the audio emitter packaged in a glb in this WASD control demo: https://xp3d.io/soundring/ (I own this server and domain.)

I'll post here as I progress in trying to make this happen. I suspect it would be minimal effort to implement. I've implemented this emitter in two platforms so far. Third time should be a breeze 😎

@antpb
Copy link
Author

antpb commented Mar 29, 2022

Also worth noting the audio params for the omi emitter are about to land on some more final changes that are being aligned with some other audio specifications out there.

There will now be a KHR prefix for the emitter. :D that should be finalized soon. omigroup/gltf-extensions#73

@avaer
Copy link
Contributor

avaer commented Mar 30, 2022

This makes sense to me. Unlike the case with characters we haven't thought much about pet audio, and using the standard GLTF emitter is probably the way to go.

Open question I have is how the pet audio interacts with pet state in this case. For other sound effects we generally categorize a large set of sounds into buckets and then the engine chooses randomly from the bucket when, due to interactions, it is time to play a sound.

IMO timing and realtime interactivity of the sounds (how they respond to the world) is more important than just declaring and positioning, in a game context. I imaginge the way to handle this is a similar bucketing system, sourced from the extension sounds.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants