The proposed general principles of sound- Any entity can create sound
- A sound is created with a volume (using a scale of 1 to 20). 0 = no sound
- A square is the source of a sound.
- Each square has a sound level (0 to 20).
- A sound moves in all directions away from the sound source at the same rate.
- Each sound decreases in volume for each square that it moves away from the sound source (decreases by a fixed amount, so a loud sound carries further than a soft sound).
- Sounds can bounce off solid surfaces to create an 'echo'.
Creatures and sound - Creatures may be affected by the sound level in the square they are in (they have a level of decibels a sound can reach before bad stuff happens like burst eardrums).
- Creatures have: a sound tolerance level (decibels), hearing ability
Amplification - Every square's sound level is modified by an amplification factor (0 to n percent) - which increases the sound level.
- May be cumulative debilitating effects for a creature being repeatedly exposed to a level of sound over a period of time.
- A creature can amplify the sound in the square it is in (using an item that amplifies)
- Multiple sounds in the same square at the same time adds to the overall sound level in that square.
Dampening - Every square is modified by a dampening factor (0 to n percent) - which reduces the sound level.
- A creature can dampen the sound in the square it is in using a dampening item.
- Objects (and creatures) may themselves dampen sound based on their size.
- Materials may have a dampening factor (which modifies clothing/objects through which sound passes)
- Special dampening objects may be created/applied to walls, floors, to provide a dampening factor - create a sound-proof room
Feedback system - Ability to toggle between normal view and the sound layer.
- Sound might be depicted as green (for example) in the sound layer. No sound volume in a square would mean no colour in that square. Sound volume should be depicted on a scale, where the lightest shade of green would be used for little sound eventually becoming dark, dark green for a blaringly loud volume.
How sound waves might travel00000 > 00000 > 55555
00000 > 06660 > 50005
00700 > 06060 > 50005
00000 > 06660 > 50005
00000 > 00000 > 55555
This is a simplified example, using the assumption that the sound waves are only travelling in x and y axes, with no interference or dampening/amplifying effects in the squares. Sound waves should travel outwards from the source in all directions (including z-levels), ie. always in a cube shape.
Sound interference00000 > 11100 > 00000 > 00000
02000 > 10100 > 01111 > 00000
00000 > 11322 > 01000 > 00000
00030 > 00202 > 01000 > 00000
00000 > 00222 > 01000 > 00000
2 distinct sounds are created at the same time in the first step. The following steps show the subsequent dispersion of sound. Different overlapping sounds are cumulative, adding to the volume of a square. For simplicity, this example assumes the sound waves are only travelling on the x and y axes.
EchoSquares with minimal or no dampening modifier (ie. a rock wall), would rebound the sound.
Example 1:
XXXXX > XXXXX > XXXXX
02000 > 11110 > 01111
00000 > 11322 > 11010
00030 > 02222 > 01000
XXXXX > XXXXX > XXXXX
Example 2:
XXXXXXX > XXXXXXX > XXXXXXX > XXXXXXX
0003000 > 0424240 > 0102010 > 0000000
XXXXXXX > XXXXXXX > XXXXXXX > XXXXXXX
X = wall
Distinct sounds are created at the same time in the first step. Subsequent steps show how sound might rebound off surfaces with no dampening modifier. If a sound wave hits a wall, it reflects at the same angle that it hit the wall. The rate of dispersion remains the same, even though in a narrow corridor the original sound is louder after the sound rebounds off both opposing walls. For simplicity, these examples assume sound waves travelling only on the x and y axes.