The idea of having a set focus was brought up and embraced by the Thrive team, by setting the community to work on a few primary tasks. I figure that we should do the same with Music and Sounds. This is the first task we should focus on, sound-makers! All suggestions welcome, organisational or if I've forgotten something. Any original sounds you'd like to post should be uploaded to www.freesound.org and be appropriately described on there. The account to use is:
Username: Thrive
Password: QWEasdzxc123
Also, none of this is set in stone yet! We still have to discuss this and iron out any problems with it. And this doesn't have to be the only topic we work on. I'm merely suggesting that it becomes a priority as it's an important aspect of the game.
1. Organism SFX: Internal
This would basically concern all the sounds that your creature can make on it's own, without any environmental factors. Specifically, I mean its voice, but it could extend to the sound of its stomach or whatever.
(Thanks to Uteen for this!)
We could look at the head size and amount of body around the head, and from that make a range of pitches. For example, a large dinosaur-like creature might make a loud, booming roar, while a rodent would make high-pitched squeaks.
Then use the shape, size, and movement possibilities of the mouth to decide what actual types of noises can be made (eg clicks, grunts, meows, etc). A player should be allowed to have a selection of similar noises to choose from (i.e. more than one type of meow).
The voice box is then the player’s method of tweaking the sound to their liking. A physical limit to how much the player could tweak would be a requirement. For an evolving organism, the sounds it can produce over time would naturally change.
We should start making a library of animal noises for use in-game, as well seeing if it is possible to manipulate the sound source based on what was suggested above.
2. Organism SFX: External
As your organism moves on your world, it will make noises. It could break a twig, or stomp on the grass, or whatever. I don’t know what else to say on this one, other than that we’ll need to decide what noises to put in?
3. Environmental Factors
When we are in the game world, factors can influence how the sound will travel. A creature underwater will hear the above-ground noises differently to how it would hear it above-ground, for example. Another example would be a cave. Any noise in a cave would reverberate depending on how big the cave is. Yet another example would be when your creature is in a vacuum (like our moon), it wouldn’t hear anything.
We need to know all (if not, most) of these kinds of environments so that we can change how our creatures hear (if they do) when they are in these environments. It would also be good to know if this is possible or not.