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adjustable delay times for sounds.

PostPosted: Thu Mar 15, 2012 6:28 am
by dendwaler
Is there a parameter available in alcscript to define a certain delay time?
I want to have a delay after triggering a responder, before the soundfile is executed.
As it is now i have to make the soundfile a little longer with 1 or 2 seconds of " zero sound" to sync it with an animation .
The sound must be executed in the middle of the animation.
I need the same sound in a different place with a different delay before it responds.
In the current situation i have to make a soundfile copy with a different " zero sound" part in the beginning.

It would be far easyer if i could just pass a parameter with the delay in millisec before executing.

and finally i have the same question for delaying animations.

Re: adjustable delay times for sounds.

PostPosted: Thu Mar 15, 2012 12:08 pm
by Jojon
I don't know of any such property for the sound messages themselves, but there are Timer Callback Messages, that can be used to put in delays in a responder commands list (although it is a little bit cumbersome).

They will work with your sounds and animations both.

http://www.guildofwriters.org/wiki/Callback_Messages


What you'd really want, is to use callbacks from your animations, but alas we can not add markers to animations with PyPRP 1.6.

Re: adjustable delay times for sounds.

PostPosted: Thu Mar 15, 2012 12:58 pm
by dendwaler
ahhh, thx Jojon!!

I have overlooked the "Timer Callback Message" in the wiki totally.
I think this does do what i want.
So i will give it a try.
May be simple for many of you, but for a non programmer its hard to learn the" in and outs" of the alcscript.
The alcscript manipulates things in what is for me just " another black box"

EDit: and you are right jojon, if a marker could be putted into an animation to trigger a soundevent that is the optimal solution.

Re: adjustable delay times for sounds.

PostPosted: Thu Mar 15, 2012 1:41 pm
by Calena
You can do almost anything you want/need with a sound file using Audacity:

http://audacity.sourceforge.net/about/

Multi-linqual, free, open source sound editor. I've been using it and it's very intuitive, very easy to learn. It's much easier than trying to finesse the sound files from within Blender or 3dsMax. You can program the delay right into the sound file (along with boosting channels, adding reverb, echos, removing background noise, adding fadein/fadeout, etc.)

Re: adjustable delay times for sounds.

PostPosted: Fri Mar 16, 2012 12:01 am
by dendwaler
thx Calena, but i am aware of that.
I do also use Audacity to tweak my soundfiles.(Audacity is updated to the stable 2.0 version! on 13 march!
http://audacity.sourceforge.net/download/)

The point is that if you tweak the soundlenght, it is not possible to reuse it in another place where it needs another delay.
Then you have to bake -in the different delay time and it adds a new file in the sfx folder.
In my case that list would rapidly grow too long.

Re: adjustable delay times for sounds.

PostPosted: Sat Mar 17, 2012 7:31 am
by Calena
dendwaler wrote:The point is that if you tweak the soundlenght, it is not possible to reuse it in another place where it needs another delay.
Then you have to bake -in the different delay time and it adds a new file in the sfx folder.
In my case that list would rapidly grow too long.


Oh, I didn't realize that's what you were doing. I do know that whatever you're building is going to be fantastic. I'm looking forward to seeing what you create and share with us this time :) .

Re: adjustable delay times for sounds.

PostPosted: Sat Mar 17, 2012 9:12 am
by dendwaler
Thx Calena, but it will take some more time then i initially estimated.
This time i will not post screenshots before i am ready.
However, as always my avatar is a screenshot taken from inside the age in development.