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Getting more lmms plugins
Getting more lmms plugins












getting more lmms plugins

In 3d it hits the immersion and makes a bigger difference, in 2d, I'm not sure. It would seem like a minor detail that really only makes a difference as part of a large group of little details. It seems like it would be something like dust particles for foot steps in a platformer. What about adding VST effects? Would it push a game from one category(bad, good, great, even better) to another? I don't think so. It reminds of of the idea of just adding music or can be sad that adding audio to a game won't make a bad game good, but it can make a good game great, and a great game even better. It wouldn't be bad of course if done right.but how much better would it actually make it? I'm just not sure how it would be received. Sure, you could add it, more reverb when in big open areas, etc. 2d games don't offer the same type of immersion.

getting more lmms plugins getting more lmms plugins

The primary reason I see to use them in 3d games in immersion. I'm just not sure fully how much difference it would make.

GETTING MORE LMMS PLUGINS UPGRADE

Would VST sound effects in this context be any interest for game development, if YoYo games added this audio upgrade / or provide it as a separate license to add-on?Ĭlick to expand.I see no reason for opposition per se. I am saying that not only that you could use VST sound effects, but you can alter the sound effects of the sound sample during the game play, just as I demonstrated in my examples. One of the problems I have noticed is that I am at the mercy of how the recording of a sound sample is and the problem when it does not sound right at different times in the atmosphere of my rooms. I just wanted to mention that it offers an advantage over just playing one sound sample or music during the time of game play. Now I have not mentioned the entire implementation of GMS using VST sound effects, because I dont want to get long winded in my explanation. Its that feature of LMMS, that GMS ( via GML ) could use to control the values of a VST sound effect that changes the sound sample, that assigned to a audio emitter uses at its position in a room after its assigned. Now I could have added more automated tracks for controlling choir, using other control knobs assigned to those automated tracks, but I didn't. In this case I am using the decay time value to control to change the first instrument called "Choir". Now in LMMS, when you do this you have a GUI of the sound effect. Here are two examples of How I use VST effects in LMMS ( which is the idea for GMS that I am thinking of ), where you simply drag and drop a control from the VST effect's GUI into the automated track which is controlling the sound sample However, in the context of GMS, its all controlled from GML using special functions that are added on. Now in terms of setting up and controlling the sound effect, I would like to have the same function that LMMS uses to be used in GMS, where you can drag and drop a control knob from an effect on to a automated track, and on the automated track you control the value of that control knob that controls one of the parameters that changes the VST effect, in the timeline of the sound sample when it is played from a audio emitter. Instead of just using a sound sample with only the control of where the audio emitter is positioned ( to control how the sound pans ) and volume of the sound, you would have the freedom to use these other sound effects to be weak or strong, based on where the player is relative to where the audio emitter is that is using the VST sound effect. This might be a separate license add-on, like the GMS HTML license, but nevertheless in this case it would add features, like using timelines specificaly for VST sound effects, to allow the game to event trigger the control and values used by the VST effect that is changing the sound sample during game play. ), to control the audio output of sound samples ( like music and environmental/atmospheric types ) that are played from the audio emitters that are placed in rooms. in the same manner that LMMS uses it's sound effects : reverb, flanger, echo, and etc. So, I have an idea for a upgrade or separate license for GMS, which is the idea of allowing the use of VST effects ( e.g. ( I had to re-write this three times here on this forum, so forgive me if I am leaving out certain details.














Getting more lmms plugins