[GZDB plugin] Sound Propagation Mode

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boris
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[GZDB plugin] Sound Propagation Mode

Post by boris »

This plugin adds a two modes to GZDoom Builder.

Plugin: https://github.com/biwa/soundpropagatio ... .0-rc1.zip
Source repository: https://github.com/biwa/soundpropagationmode

Sound Propagation Mode

This mode shows how sound propagates from the currently highlighted sector
through the map.

Following colors are used:
  • dark green: the currently highlighted sector
  • light green: sounds can travel unhindered to these sectors
  • yellow: these sectors are behind a sound blocking line, but sound will still travel to this sector from the highlighted sector
  • gray: sounds from the highlighted sector will not travel to these sectors
  • red: these lines have the block sound flag set
Screenshot for the starting sector of Doom 2 map01:

Image



ZDoom Sound Environment Mode

This mode shows the sound environments in ZDoom maps (both Hexen format and UDMF). The gray areas do not belong to a sound environment.

The mode also supplies a docker that supplies information about the sound environments. It will display the sound environments, the SoundEnvironment things belonging to them and also the lines that are limit the sound environments. Clicking on the sound environments, things or lines in the list will center the map view on those objects.

This mode can also help you find problems (i.e. behavior that you probably that you probably did not intend). If there are any problems with a sound environment a warning sign will displayed in the list at the affected thing or line (the icon will bubble up the tree to make it easier to find when the whole list is collapsed).

Following problems are detected:
  • One-sided lines that are set to be a sound zone boundary
  • Two-sided lines that are set to be a sound zone boundary, but the sectors on both sides belong to the same sound environment
  • Multiple non-dormant SoundEnivornment things
Note that the latter two can be caused by sound environments unintentionally bleeding into other sectors (i.e. not correctly sealed sound environments).

Screenshot of ZDCMP2:

Image



Version History

1.0.0 (2015-xx-xx)
  • Changed the ways linedefs are drawn in both modes. They now ignore any special coloring (like line specials, 3D floors etc.), so it's easier to see the important information
  • Fixed a bug in Sound Environment Mode, where the map would zoom to the first sound environment, when the Sound Environment docker is not pinned and shown for the first time
  • Fixed problems when opening another map from the same WAD while being in Sound Propagation Mode or Sound Environment Mode
  • Discovering sound environments now works asynchronously. This does not increase performance, but the UI stays responsive while the map is processed. The mode also tries to process sound environments close to your current view first. Sound environments may have gaps in numbering. This is nothing to worry about, it's not missing any sound environments
  • In Sound Propagation Mode sectors are now combined into sound propagation domains (where sound will always be propagated freely). This is a big increase in performance for complex maps. Visually nothing changed
0.9.3 (2014-01-07)
  • Added ZDoom sound environment mode
  • Things that are in the affected sectors and don't have the deaf/ambush flag set (i.e. monsters that will come for the player when they hear him/her) are now displayed solidly
  • Thing filters are now taken into account
0.9.2 (2015-01-04)
  • Fixed dates in SoundPropagation.txt file (to YYYY-MM-DD)
  • Added color configuration dialog (accessible from the tool bar when in Sound Propagation Mode
  • Removed some unused code
0.9.1 (2015-01-03)
  • Fixed a typo in SoundPropagation.txt
  • Fixed a bug where sound would propagate through sectors even though their heights should not allow it
0.9.0 (2015-01-03)
  • First release
Last edited by boris on Sat Jan 10, 2015 6:54 pm, edited 4 times in total.
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SyntherAugustus
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Re: [GZDB plugin] Sound Propagation Mode

Post by SyntherAugustus »

Thanks for making this! I saw the DW thread and got pretty stoked about it.
boris
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Re: [GZDB plugin] Sound Propagation Mode

Post by boris »

There was a bug with sector heights, it's fixed in v0.9.1: https://github.com/biwa/soundpropagatio ... v0-9-1.zip
boris
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Re: [GZDB plugin] Sound Propagation Mode

Post by boris »

New release: https://github.com/biwa/soundpropagatio ... v0-9-2.zip

Colors are now configureable:

Image
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Nash
 
 
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Re: [GZDB plugin] Sound Propagation Mode

Post by Nash »

Pretty cool and useful plugin! Thanks Boris!
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Enjay
 
 
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Re: [GZDB plugin] Sound Propagation Mode

Post by Enjay »

Nash wrote:Pretty cool and useful plugin! Thanks Boris!
Agreed.

Would a similar plugin for using [wiki]REVERBS[/wiki] in maps be possible? Areas with particular reverb effects need to be isolated using Line_SetIdentification in Hexen mode or Zone boundaries in UDMF but it's very easy to miss one and let the effect leak out.
boris
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Re: [GZDB plugin] Sound Propagation Mode

Post by boris »

Like this?

Image
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Enjay
 
 
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Re: [GZDB plugin] Sound Propagation Mode

Post by Enjay »

Yup, exactly like that. :D That would really help track down where the reverb effect was "leaking" in a complicated map.
boris
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Re: [GZDB plugin] Sound Propagation Mode

Post by boris »

Are there any small to medium sized released maps that make use of this feature? I need some real-world examples for testing.
Gez
 
 
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Re: [GZDB plugin] Sound Propagation Mode

Post by Gez »

I'm pretty sure the PSX TC maps make use of them.

Also probably TOP2.
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Enjay
 
 
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Re: [GZDB plugin] Sound Propagation Mode

Post by Enjay »

These may be too big for testing but I know that there was some use of the feature in Paranoid:
http://www.doomworld.com/idgames/?file= ... ranoid.zip

I think I used them in my Burghead mod and Map 113 might be suitable:
http://www.doomworld.com/idgames/index. ... bgpabh.zip

And I used them again in Gene-Tech
http://forum.zdoom.org/viewtopic.php?f=19&t=46718
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Kappes Buur
 
 
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Re: [GZDB plugin] Sound Propagation Mode

Post by Kappes Buur »

I quickly doodled a small map with 4 Sound Zone Boundaries
Spoiler:
Attachments
SZB-01.wad
Example PWAD
Sound Zone Boundaries
(112.96 KiB) Downloaded 43 times
boris
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Re: [GZDB plugin] Sound Propagation Mode

Post by boris »

New release with the sound environment mode is available: https://github.com/biwa/soundpropagatio ... v0-9-3.zip

ZDoom Sound Environment Mode

This mode shows the sound environments in ZDoom maps (both Hexen format and UDMF). The gray areas do not belong to a sound environment.

The mode also supplies a docker that supplies information about the sound environments. It will display the sound environments, the SoundEnvironment things belonging to them and also the lines that are limit the sound environments. Clicking on the sound environments, things or lines in the list will center the map view on those objects.

This mode can also help you find problems (i.e. behavior that you probably that you probably did not intend). If there are any problems with a sound environment a warning sign will displayed in the list at the affected thing or line (the icon will bubble up the tree to make it easier to find when the whole list is collapsed).

Following problems are detected:
  • One-sided lines that are set to be a sound zone boundary
  • Two-sided lines that are set to be a sound zone boundary, but the sectors on both sides belong to the same sound environment
  • Multiple non-dormant SoundEnivornment things
Note that the latter two can be caused by sound environments unintentionally bleeding into other sectors (i.e. not correctly sealed sound environments).

Screenshot of ZDCMP2:

Image
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Enjay
 
 
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Re: [GZDB plugin] Sound Propagation Mode

Post by Enjay »

That looks amazing. I'm looking forward to seeing it in action when I get time to try it out. Thank you for doing this it's much appreciated.
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Kappes Buur
 
 
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Re: [GZDB plugin] Sound Propagation Mode

Post by Kappes Buur »

Spoiler:
Spoiler:
:thumb:

Just one slight critisism.
The map is zoomed in as soon as the mouse moves over the Sound Environments docker tab.
Then, after moving off the tab and the map is Home'd, the map stays full size, as in the first image.
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