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Problems with sound regions

PostPosted: Tue Oct 23, 2007 2:38 am
by Erik
I have some problems with setting up sound regions... I've created a wooden cabin, so I enlarged the sound region box so that it included the whole cabin. However, I'm only hearing footsteps at one point in my cabin (somewhere in the middle).
sound.jpg
sound.jpg (85.81 KiB) Viewed 5286 times

What am I doing wrong?

And by the way, my avatar keeps thinking that the cabin is made of ice... my avatar keeps sliding when it stops walking. :P How should I solve that?

Shorah,
Erik ;)

Re: Sound regions

PostPosted: Tue Oct 23, 2007 3:12 am
by Kedri
Hm, first, make sure your sound region is completely surrounding everything, floor, roof, and all. That should help.

And as for friction, there's a...string variable? I think? I don't know, it's been a while, but there's some variable you can add to objects to make them have friction.

Re: Sound regions

PostPosted: Tue Oct 23, 2007 4:51 am
by Erik
It's already surrounding everything. (Note that the sound region is the big cube in the right picture. The smaller cube is a camera region.)

I'll make the cube larger to be sure.

EDIT: Still not working.

Re: Sound regions

PostPosted: Tue Oct 23, 2007 6:11 am
by boblishman
I had the same problem to begin with....the way I solved it was

1) Delete the existing sound region

2) Create a new one ...and immediately go into EDIT mode whilst it is still small ...

3) Then Resize/move it to where to want the sound footsteps to be...

4) Return to onject mode once it's the correct size and postion.

5) Export your age and test the new region

That works for me. I have tried editing the sound region afterwards but it usually ignores the new shape size (even after pressing Crtl-A Apply..) .
It's almost like you get "one go" at creating it... if it's wrong, or you want to change it later, it's easier to delete it and create a new one and resize it in EDIT mode.

as for you 'slippy' floors... if you want the Avatar to behave like he does 'normally' ...make sure any surafce he walks/runs on (including stairs) have the following properites

Image

Re: Sound regions

PostPosted: Tue Oct 23, 2007 8:43 am
by Nadnerb
Before you go deleting all your sound regions, there is a simpler fix for the region problem (this applies to all regions), it helps to understand what's going wrong.

When you resize the region in object mode, it simply gets some 'scaling' attributes, but the mesh stays the same. Since regions are apparently not scaled during export, or in plasma, the actual region is seen by the engine at it's original size. You can identify such objects by checking their properties for scaling. Simply press N with an object selected, or menus > Object > Transform Properties, to bring up the transform properties dialog (which I see you have up in your screenshots), which shows the global location, rotation, and scaling, of an object. If the "Scale" or "Rot" properties are anything besides one, for Scale, and zero for Rot, that region doesn't look like you think it does.

To fix existing regions like this, simply select such an object in object mode and press Ctrl+A, or go to the menus > Object > Clear/Apply > Apply Scale/Rotation. The object will not appear to change, but all of it's scaling and rotation will be applied directly to the mesh.

Also, I generally set friction "rc" to 10.000, otherwise I slide around a lot, and it's rather disconcerting. :D

And finally, you can view multiple layers at once if you hold shift while selecting them. (no need for double screenshots)

(I just noticed that BobLishman mentioned the apply scale/rot method (briefly) in his post... I don't know why that didn't work for you. It has for me.)

Re: Sound regions

PostPosted: Tue Oct 23, 2007 8:57 am
by Erik
Thanks! That worked! :)

And I'm just reading Nadnerb's post ... I will keep that in my mind!

Re: Sound regions

PostPosted: Tue Oct 23, 2007 9:54 am
by Trylon
Ah, thanks, probably that was an oversight in the plugin's region generation code.

When I get time for it I'll take a look at fixing it..

Re: Sound regions

PostPosted: Tue Oct 23, 2007 2:34 pm
by JulyForToday
I discovered that too when I was using the plugin a lot in late 2005. Any time i resized it in edit mode it would work fine. Not sure why you'd have a problem where only the first shot in edit mode would be the only time to size it properly. Of course, I'd be stating the rather obvious, but sound regions can be shaped in any way you like in edit mode. They don't all have to be boxes! :D

Re: Problems with sound regions

PostPosted: Wed Oct 24, 2007 3:37 am
by boblishman
Ok... I've done some more testing (because I actually needed to resize a footstep region myself)

1) If you RESIZE it in Edit Mode (i.e. move the vertices) ... then apply the Crtl+A Apply Scale Rotation... it kinda works ...but not correctly. It does get bigger, but not to the correct co-ordinates you want. It doesn't make the new region work as it appears in Blender ...

2) If you SCALE it in EDIT mode ... then apply the Crtl+A Apply Scale Rotation ... again, it does get bigger...but not with the correct co-ordinates... it's about HALF of the new increase, not the full size it shows in Blender.

I'm not sure if this is something to do with using Blender 2.44 (which is what I have) ... but, basically, it just doesn't work properly

... it's just quicker and easier to delete it and start again

Also, I generally set friction "rc" to 10.000, otherwise I slide around a lot, and it's rather disconcerting.


I'm not sure (because I'm a total newbie) but it seems that it's also influenced by the col_flags. When I use the setting shown above I have ZERO slide... with rc set to 4 ... and the Avatar behaves/moves/runs/stops/lands exactly like he does in the rest of the game. I found that with rc set to 10 and without the col_flags, he would still not 'stick' to slopes properly and would slide slightly after a long jump ...

Re: Problems with sound regions

PostPosted: Wed Oct 24, 2007 12:13 pm
by Trylon
Ok, I *think* that taking another look at the physics code might help me understand it. Not that I have the time for that at the moment, but we'll see.