Sure... but before we pick something, lets be sure we know what we want.
Heres what I've heard so far:
SOUND WISH LIST
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URL To grab them (MIDI,AIFF,WAV,..etc..etc)
Volume In dB. Inverse-square decay volume/distance
Ambient Sound Sound heard everywhere at the same volume (low rumble of a
city, earthquake, sound of the wind..)
Looping Ability to set an attribute and make the sound repeat on the
client.
Echo/Reverb The ability for certain clients to process the sound with the
Dampen current environment in mind. (This will require sound
attributes addded to the Material node)
SoundProof Ability to create a room, play sounds, and have none of the
sounds leak outside (prevent snoops from listening to
conversations...) Seperators may already take care of this...
Direction Ability to point a sound in a specifice direction.
Sound Tracer If your in a hallway that breaks to the left up ahead and
their is a singing picture of the RollingStones on the wall
up ahead and to the left, do your hear it? For example:
Andrew Esh says:
"In DOOM they just check if two "areas" are connected, and then figure the
distance between the player and the sound source. The distance is all that
changes the sound. If a door is closed between the "area" the player is
in, and the "area" the sound source is in (always a monster or a weapon),
then the sound is simply cut off."
Realtime Sound I guess the ability to pick up a microphone and start
chatting with the object next to you.
Location obvious...
Well, anything I missed? If so then just add it in.. otherwise lets debate
on what we need, what we can do, and how we can do it...