Sounds...

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Sounds...

Postby andylegate » Sun May 18, 2008 5:48 am

Has the way we do sounds changed with the nightly build?

I ask as I can't get new sounds that I'm introducing into my Age to work. The old one's work fine....sort of. If I approach one of my old 3d sounds, I randomly have a CTD........

sigh.
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Re: Sounds...

Postby D'Lanor » Sun May 18, 2008 6:40 am

They haven't changed anything about sounds. But then you never know what happens when you reshuffle the cardhouse.

You had a problem with new sounds before, didn't you?
Edit: Oh wait, that was a wrong flag.
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Re: Sounds...

Postby andylegate » Sun May 18, 2008 6:55 am

Yes, but that was because they changed the flags from:

Code: Select all
flags: start | loop | 3dsound


to

Code: Select all
flags:
  - autostart
  - looping
  - is3dsound


I've had others PM me asking why their sounds aren't working, as they are also using the nightly build. I've suggested that they roll back unless they are playing with the new Waveset feature.

I guess I should whip up a new test box Age and test things with this build, as the problems I'm having are with an OLD Age. If everything is working in the New Age, then it goes back to the problem being that I'm trying to make an older Age work.

I'm a bit worried about this. The Wizards are designed for pre 1.0.0 Ages, but there are less and less of those that need converting. Now we are getting more and more people having problems because they have Ages that were 1.0.0, 1.2.1, etc, etc.

While anyone should understand that by downloading the latest build of the plugin, there is no gaurantee that their Age is going to work or export right, you'll have people that download it, thinking: "well I want to have that waveset thingy. But I'll mess with it later as I'm working on BlahBlahBlah." not realizing that other things have changed to (or were fixed) like the ShadowBuf, and suddenly they are having problems and not understanding them (and they may not be reading the Waveset thread to discover that this might be their problem).

I guess the best answer is that, people need to be made aware that by downloading the latest build, they may have problems with no answer to fix right away, and should maybe stick to the latest "Approved" plugin until new things are fixed and working, and then announced (along with fixes like Nadnerb's ShadowBuf script). Especially all the new people.

This makes me think of, everyone is working on a Car (Age), but we're all going to the very same tool pile (plugin versions), but some of us are completely blindfolded (new people), some of us can see through the blindfold sort of (me), and some with open eyes (Tool Devs, really experienced people) when grabbing those tools from the pile. The ones without blind folds recognize and understand that they have a problem when they go to work on their car with the tool they have in their hands. Others, the blindfolded ones, don't understand why the darn tool isn't working like they thought, and keep banging way of course.

Then you've got like me: I took my "car" in for a "tune-up" with the latest and greatest, but now the "car" runs like Horse Manure, or not at all sometimes. So I'm having to seriously think that I'll have to abandon that car for a new one.

EDIT: about 30 minutes later:
I made a simple test Age. My sounds like ambient and backgroundmusic are working just fine. However, my "clickable" sounds are NOT working. I'm doing them JUST like they are done with Zephyr and with Bob's Sonavio. Button moves just fine, etc. But NO sound for it.

EDIT Again: Later,

More horrible news....
with a LOT of apprehension, I loaded up Zephyr Cove and exported it with the latest plugin build.

Sounds such as ambient work just fine.
Backgroundmusic NO LONGER WORKS

My clickable door lever for my door still works, EXCEPT THERE IS NO LONGER ANY SOUND for the door.

My Crystals NO LONGER ARE EVEN CLICKABLE!!

The door lever used the long version to make it clickable as I was using animation, sound and moving it with a python file. I still get the animattion and the door still moves. But the sound for it has ceased to work.

Crystals I used the Quickscripts to make them clickable as I was just making a sound play. They are no longer clickable.

The version I put on the ULM I exported with Plugin version 1.3.2, and everyone has reported that my clickables worked and had sound (and the background music plays).

But the I just exported it with the Nightly Build and now I have the problems above.
Last edited by andylegate on Sun May 18, 2008 8:26 am, edited 1 time in total.
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Re: Sounds...

Postby D'Lanor » Sun May 18, 2008 8:22 am

I just exported Prad using the trunk version and all my sounds are fine. In fact I am making Prad ready for release as a showcase for the new wavesets.
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Re: Sounds...

Postby andylegate » Sun May 18, 2008 8:27 am

You posted at the same time I edit:

Please read above your post D'Lanor. My clickable is Zephyr are screwed up now.
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Re: Sounds...

Postby Marcello » Sun May 18, 2008 8:36 am

What about adding a changelog to the trunk which is updated by everyone working on the plugin. Even minor changes should be recorded so people know what changed and what needs testing. I assume the devs already have such a thing to communicate among themselves so just releasing a trimmed down version of that would be enough.
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Re: Sounds...

Postby andylegate » Sun May 18, 2008 8:46 am

Update: My crystals in Zephyr are still clickable (that part was my fault) but still no sound.

So, all my sounds work, except the background music suddenly no longer works and NONE of the clickable sounds now work (but they did before).

Also, the NEW test age I made this morning: all sounds work, EXCEPT any sounds that are generated using clickable, either the long way, or with quickscripts.

I'm still using Blender 2.45

:shrugging: I don't know guys. If nothing changed, then why are my sounds that worked just fine with 1.3.2 now no longer working with the nightly build version?

Gotta go: GoMa Guildmaster meeting in 15 minutes.
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Re: Sounds...

Postby D'Lanor » Sun May 18, 2008 8:57 am

There are changelogs but you can only see them with an SVN client.

As for expecting a stable version, dream on. This is pioneer territory. The official releases also have bugs. Some pretty serious ones too if I remember correctly.

Andy, it might help to look at the PyPRP log to see if everything is exported for your clickables.

I don't know what is going on but I just tested my latest Prad export extensively and the sounds are ok. Edit: I have background music, sound effects and ambience.


Edit: Just an idea but if you have any detect_trigger flags in your alcscripts change them to detecttrigger, which is the correct flag. It didn't seem to matter before but who knows...

Edit 2: If you want to see all the changelogs since release 1.3.1 here you go. Non-trunk revisions are also listed. Yes, the devs have been busy. ;)

Revisions 136 to 177 Show Spoiler
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Re: Sounds...

Postby Lontahv » Sun May 18, 2008 11:14 am

Well the stuff in my svn is not tested... it's for puddle-footprints. I've got it to work but I think that the version in the svn is currently broken. :P



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Re: Sounds...

Postby andylegate » Sun May 18, 2008 11:58 am

Still can not get it to work. I'm posting the ALCscript here of my little test Age. You guys tell me what I'm doing wrong.

Age has:

1 large block to walk on.
2 small cubes to click on. Both cubes have bound set to Convex Poly, and Actor clicked on.
2 click regions, both with actor and bounds set to Convex Poly.
1 spawn point
3 sound emiters, one for background music, one for sfx of one button, one for the other.

testdoorbutton has long script set up for it as it uses a python file to make the cube move back and forth. Cube does move back and forth just fine, but no sound. Sound is triggered in the ALCscript.

clickquick button is all ALCscript and is set up with quickscript so that you can just click on it to make sound. Button is clickable, but no sound happens.

All sound files are located in ogg format in the sfx folder. wave versions are also located in the streaming cache folder.

Here's the ALCscript:

Code: Select all
# insert AlcScript code here

musicsnd:
   type: soundemit
   sound:
      flags:
        - autostart
      file: campbravo_crmusic
      volume: 1.0
      type: backgroundmusic
         
but1clicksnd:
   type: soundemit
   sound:
      flags:
        - is3dsound
      file: cbnt_butclick
      volume: 0.5
      minfdist: 1
      maxfdist: 100
      type: SoundFX
         
testdoorbutton:
    logic:
        modifiers:
          - tag: DoorOpen
            cursor: poised
            flags:
             - localelement
            activators:
             - type: objectinvolume
               remote: doorclick
               triggers:
                - any
            conditions:
             - type: activator
               activators:
                - type: picking
             - type: objectinbox
               satisfied: true
            actions:
             - type: responder
               ref: $SoundResp
             - type: pythonfile
               ref: $DoorOpen
        actions:
          - type: pythonfile
            tag: DoorOpen
            pythonfile:
               file: Agetestdoorclick
               parameters:
                - type: activator
                  ref: logicmod:$DoorOpen
                - type: string
                  value: testdoorbutton
          - type: responder
            tag: SoundResp
            responder:
               states:
                - cmds:
                   - type: soundmsg
                     params:
                        receivers:
                         - 0011:but1clicksnd
                        cmds:
                         - play
                         - setvolume
                        volume: 1
                     waiton: -1
                  nextstate: 0
                  waittocmd: 0
               curstate: 0
               flags:
                - detecttrigger

clicksndemit:
   type: soundemit
   sound:
      flags:
        - is3dsound
      file: cbnt_butclick
      volume: 0.5
      minfdist: 1
      maxfdist: 100
      type: SoundFX

clickquick:
   physical:
      pinned: true
   quickscript:
      simpleclick:
         region: clickreg2
         soundemitter: clicksndemit
         
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