DED query - particle generators and attaching sounds
I made some particle fx for the DOOM plasma and BFG weapons years ago and I want to update these by adding some sounds whenever particles are initially spawned, as well as when they touch or bounce. My concern is that due to the large number of particles spawned from the generators, that assigning sounds to these will most likely be a performance issue and probably not sound very nice With that in mind, i'm hoping to discover if there are any methods or tricks would be available to limit on the number of sounds generated.
I see from the wiki that there is a "hit sound" value, which I can use to assign the necessary external sound file, but I was wondering the following:
1 - is it possible to define a degree of randomness/probability of whether or not the sound will play
2 - can a group of sounds be assigned, then one chosen at random, to give some variety?
Thanks in advance.
BAM
I see from the wiki that there is a "hit sound" value, which I can use to assign the necessary external sound file, but I was wondering the following:
1 - is it possible to define a degree of randomness/probability of whether or not the sound will play
2 - can a group of sounds be assigned, then one chosen at random, to give some variety?
Thanks in advance.
BAM
Comments
A sound can use more than one channel at once (back in the days of Vanilla Doom, it was literally one sound a channel), so there isn't really anyway to tell how many channels a bunch of sounds will use, other than testing it in practice (and I don't know if different sound cards will use a different number of channels to each other when given the same bunch of sounds).
If a users sound channels are overrun, Dday will attempt to prioritize certain sounds. This is controlled by the priority field in a sound def and I believe, also distance from the player.
If you don't need very fine timing for your particle sounds, consider attaching two generators to a state, one that spawns the visual FX and a second one that spawns, say, a single invisible particle the sound is attached to; that way you'll only end up with your sound playing once while still potentially throwing dozens and hundreds of particles around.
To belatedly answer the original OP's questions. I'm afraid it's no to both.