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IDProjectCategoryView StatusLast Update
0000377DarkRadiantGUIpublic25.11.2011 05:40
Reportertels Assigned To 
PrioritynormalSeverityfeatureReproducibilityalways
Status closedResolutionnot fixable 
Product Version0.9.3 
Summary0000377: Adding sounds is way too complicated
DescriptionWhile the current way to add sounds to your level leaves all the freedom, it requires a lot of steps and work just to add a simple sound.

Either you have to setup everything manually (by mucking around with entities and attributes etc.), plus having to basically select the sound by listening to it in an extra window, then typing the name into the s_shader by yourself.

Or you can use the sound-selector in DarkRadiant, but this has many problems, too:

* it contains EVERYTHING in one HUGE list, including hundreds irrelevant doom sounds. There isn't even any distinction between what sound is what, so you have to listen to a lot of them to find out what they sound like. Ugh.
* you need at least 3 mouse clicks just to listen to one sound
* some sounds like Voices/voiceover etc just give a "file not found" message
* listening to sounds in DR has quite distinct crackle/hizzing overlaid over the (some?) sounds (linux/KDE only?)

Basically, from an UI design, this is a very crude form and I can see that mappers will waste a lot of time just to add some simple ambience or one-shot sound effect to their map.
Additional Information* The sound effects need to be sorted into folders/categories, so that when you look for a machine hum, you don't need to wade through everything else.
* Adding an ambience sound should be possible with pre-set entity properties, so you can see an example and modify it, instead of having to read the wiki to see what exactly you are supposed to do.
TagsNo tags attached.

Activities

greebo

greebo

19.10.2007 16:19

administrator   ~0000787

>* it contains EVERYTHING in one HUGE list, including hundreds irrelevant doom
>sounds.
This can be resolved by letting the soundshader classes derive from ModResource, although there is no such thing as "editor_displayFolder" YET.

>There isn't even any distinction between what sound is what, so you have
>to listen to a lot of them to find out what they sound like. Ugh.
Do you have a better suggestion for finding out what they sound like (apart from listening to the sound)? ;)

>* you need at least 3 mouse clicks just to listen to one sound
What do you suggest?

>* some sounds like Voices/voiceover etc just give a "file not found" message
That's vanilla Doom 3 for you. There are a lot of soundshaders referencing missing files. Not much the Dark Mod can do about it apart from overridding all the vanilla .sndshd files in darkmod/sound/ and removing the bogus ones. Way too much hassle, if you ask me.

>* listening to sounds in DR has quite distinct crackle/hizzing overlaid over the >(some?) sounds (linux/KDE only?)
Yes, this is a Linux issue. The sounds play just fine in Windows, but I got this in Ubuntu/Gnome as well. I'm not an expert in terms of OGG/Vorbis decoding to be able to tell what's going on, I'm happy I was able to implement the little you can currently see. :)

>Basically, from an UI design, this is a very crude form and I can see that
>mappers will waste a lot of time just to add some simple ambience or one-shot
>sound effect to their map.
I'm open to suggestions. :)
tels

tels

19.10.2007 21:14

reporter   ~0000788

>>* it contains EVERYTHING in one HUGE list, including hundreds irrelevant doom
>>sounds.
>This can be resolved by letting the soundshader classes derive from >ModResource, although there is no such thing as "editor_displayFolder" YET.

:)

>>There isn't even any distinction between what sound is what, so you have
>>to listen to a lot of them to find out what they sound like. Ugh.
>Do you have a better suggestion for finding out what they sound like (apart >from listening to the sound)? ;)

What I meant was a better sorting scheme and adding descriptions to the sounds. (Weeding out the irrelevant, non-working and doom sounds would also help wittle down the list :)

>>* you need at least 3 mouse clicks just to listen to one sound
>What do you suggest?

In KDE, you have a sort of mouse-over-preview for images. This is also supposed to work for audio files, but in my current setup it doesn't (Haven't tried to find out why).

Sort of this for the sound list, if the mouse hovers more than xseconds, start playing the sound, and fade it out when the mouse leaves the entry.

This way you can quickly scroll through 15 different machine hums and select the one you like.

>>* some sounds like Voices/voiceover etc just give a "file not found" message
>That's vanilla Doom 3 for you. There are a lot of soundshaders referencing >missing files. Not much the Dark Mod can do about it apart from overridding all >the vanilla .sndshd files in darkmod/sound/ and removing the bogus ones. Way >too much hassle, if you ask me.

I see it like this:

Someone spends x hours cleaning up this mess. OR every mapper spends a few seconds/minutes everytime they select a sound. I'd say the cleanup time would be well invested - but of course, it is not like we have nothing to do :)

>* listening to sounds in DR has quite distinct crackle/hizzing overlaid over >the >(some?) sounds (linux/KDE only?)
>Yes, this is a Linux issue. The sounds play just fine in Windows, but I got >this in Ubuntu/Gnome as well. I'm not an expert in terms of OGG/Vorbis decoding >to be able to tell what's going on, I'm happy I was able to implement the >little you can currently see. :)

I am sorry if this came over as bashing :(

>>Basically, from an UI design, this is a very crude form and I can see that
>>mappers will waste a lot of time just to add some simple ambience or one-shot
>>sound effect to their map.
>I'm open to suggestions. :)

Please read above. :)

I have to say I am not an UI expert, but nonetheless, I can spot a bad interface when I see one :-)
orbweaver

orbweaver

11.11.2007 22:08

developer   ~0000866

It is better to discuss these things in the forums first rather than raising bug reports containing multiple issues. I will leave this open as a general "improvements to the sound selector" issue, but there is no way it is Major severity.
greebo

greebo

25.11.2011 05:40

administrator   ~0004177

Closing this down. If there are concrete examples on how to improve the workflow they should be filed separately, in the respective project.

Issue History

Date Modified Username Field Change
19.10.2007 15:51 tels New Issue
19.10.2007 16:19 greebo Note Added: 0000787
19.10.2007 16:20 greebo Assigned To => tels
19.10.2007 16:20 greebo Status new => feedback
19.10.2007 21:14 tels Note Added: 0000788
11.11.2007 22:08 orbweaver Note Added: 0000866
11.11.2007 22:08 orbweaver Severity major => feature
22.11.2011 19:19 tels Assigned To tels =>
25.11.2011 05:40 greebo Note Added: 0004177
25.11.2011 05:40 greebo Status feedback => closed
25.11.2011 05:40 greebo Resolution open => not fixable