Sound effects discussion
HuangJunye opened this issue · 6 comments
The sound effects should follow similar direction as the visual effects:
Make the game as similar to the original as possible. But the moment quantumness comes in, it goes wild.
I can think about several sounds
- Classical paddle bounce sound: as close to original as possible
- Non-superposed quantum paddle (only X gate involved) bounce sound: same as classical paddle bounce sound. Or perhaps we can tune a little bit.
- Superposed quantum paddle (H gate involved) bounce sound: some cool sound, depending on the states?
- Normal ball bounce from the wall: as close to original as possible
- Superposed ball bounce from the wall: some cool sound, depending on the states?
- Measurement sound: sound of collapsing (as the states are collapsed after measurement).
@HuangJunye I actually have obtained a few classic sounds and was planning on adding them into the game either this or next week. The quantum sounds could be really interesting, that will take some work, maybe I can source them from an actual machine?
What kind of sound can you source from a quantum computer? I was thinking about sounds generated using James’ Quantum Toy Piano (https://github.com/JavaFXpert/quantum-toy-piano-ibmq)
@HuangJunye well I think i can get some pulse sounds out of it, but I am not sure if I will get the permissions
@HuangJunye also in the meantime i added some sound effects I found that should help us try and re-create classic sounds. Have a look in the branch feature/newSounds