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3D Sounds

Posted:
Mon Dec 15, 2008 11:00 am
by Race
Hello, today I am experimenting with 3d sounds, and some interesting things are happening. 1) the sound will not start if I run towards the emitter head on, I have to turn around for it to kick on, and the falloff rate is weird too. But my main question is volume, its loud. I tried setting it as low as 0.1 but it still overpowers the music in the age, is there a way to get it lower and do I need a region for it? Thanks for the help!

Re: 3D Sounds

Posted:
Thu Dec 18, 2008 8:58 am
by ametist
Race, I'm a noob in age-building, but since I'm too working with sounds right now, I thaught I could answer

You have to excuse me if I've misunderstood your question and if you've already tried what I suggest.
I suggest you go and take a look at GoMa forum, there are a couple of threads which deal with this matters. I'd guess you've already checked the wiki here, but in the thread on GoMa forum there are questions and answers too, which maybe can spread some light over the issue:
http://www.guildofmaintainers.org/Forum/viewforum.php?f=77. Also, if you've not done that already, look in your gamesettings - audio (when you're in the game) and try to change things there.
Re: 3D Sounds

Posted:
Thu Dec 18, 2008 7:30 pm
by Lontahv
Race, I'm not entirely sure if this bug is in the latest version but in the version I'm using (Paradox's SVN) it attaches double sounds to the WinAudible class in your Prp (you don't have to understand what I just said there).
The point is that the volume setting doesn't seem to work if you have these doubles. This problem should be fixed when we release a new version (bugfix or otherwise). Until then I suggest you try changing the volume in the sound file with a sound-editor (take a look at Audacity). Hopefully this can be speedily fixed since it annoyed me during the RAD but then I forgot about it.

Re: 3D Sounds

Posted:
Thu Dec 18, 2008 8:27 pm
by Nadnerb
Hmm Lon, that problem doesn't seem to exist in trunk/current pyprp exports, so it appears your problem is limited to the branch you're using. Personally, I've never gotten dox's branch to export a stable age, so I can't check your facts. >.>
Re: 3D Sounds

Posted:
Fri Dec 19, 2008 12:00 am
by GPNMilano
Sounds can go lower than 0.1. It's a decimal number, so PyPRP will handle it that way. Cyan's 3D sound effects are often put lower than .1 in order to not overpower the user. For instance the sound effects for nexus pedestals are 0.04358831048. Since I have a nexus pedestal in the D'ni hood I'm working on, I wanted to ensure that everything for that pedestal was set as near to Cyan specs as possible. So I set the sfx settings for the KI-Logo glow and the Pedestal's gears to the same specs as that of Cyan (which is universal throughout their areas) and it worked fine. So in answer to your question, yes you can go lower than 0.1
Re: 3D Sounds

Posted:
Fri Dec 19, 2008 11:35 am
by Race
Actually Nadnerb helped me out, turns out there is a setting you need to do with page editor, the out volume I think its called. Apparently pyprp cant set this value, thank you to all who answered. Much appreciated.
Re: 3D Sounds

Posted:
Fri Dec 19, 2008 1:24 pm
by Nadnerb
Well, it's not quite universal. The nexus gears sound is louder in the GreatZero, even though there are no gears on that pedestal. >.>
The value Race is referring to is the OuterVolume, which cyan has set to -10000. I'm not quite sure why, but when duplicating the settings, I used that option as well. (Hence, I'm not even sure if it's really necessary to get the same behavior)
Re: 3D Sounds

Posted:
Fri Dec 19, 2008 2:06 pm
by boblishman
as a side note ... I have found that using softvolumes is the best way to control the actual AUDIO volume of your sound ... not to mention that "strange" effect you get in 3rd person (because of the camera position) ... I have found that, using softvolumes, I can use Cyan sounds (and control how loud they play) ...
Re: 3D Sounds

Posted:
Fri Dec 19, 2008 2:59 pm
by Race
i need help with softvolumes, see my new post!
