Sound for kickables?

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Re: Sound for kickables?

Postby Lontahv » Thu Jul 10, 2008 9:51 pm

Yes.

But don't do it unless your sound is more than a minute long.

Why I suggested using static is because having short SFX that's repeating and streaming is bad.

You can use all the things you can in the "sound" flags for the emitter (ie 3d... _untested as of now_).

Well, I'm back in business! :D

I'd highly recommend not just having your kick/slide sounds be streams just because the ULM is currently unable to support .wav . You can just distribute .zips for your age until the ULM does support them. :)

So, have you gotten the sounds working? 8-)
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Re: Sound for kickables?

Postby Trylon » Thu Jul 10, 2008 10:33 pm

Lon,
you don't need to distribute the wav's like ever!
They're only there as a streamingcache, meaning they get built by uru automatically when uru sees fit.

That's why ULM doesn't support them - they make a distribution unnecessary big!
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Re: Sound for kickables?

Postby D'Lanor » Fri Jul 11, 2008 5:05 am

Trylon wrote:meaning they get built by uru automatically when uru sees fit.

Except that I don't think Uru sees fit to do that without a manifest file which includes the proper flags.
That is why I suggested deleting the wav file as a test to find out if Uru ever regenerates a wav file by itself.

Edit: Well, I was going to add sound to my kickables anyway so I guess I will test this myself.
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Re: Sound for kickables?

Postby diafero » Fri Jul 11, 2008 8:53 am

You don't need a manifest file. SoundDecompress.exe looks at the prp files to see how the sounds must be decompressed
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Re: Sound for kickables?

Postby D'Lanor » Fri Jul 11, 2008 12:33 pm

Theories are fine but what I am asking is that someone confirms the successful decompression of a wav from an ogg file for a user age. So far no proof has been provided.

Edit: I made a static sound for a kickable. I placed only the pradShellHit.ogg file in the sfx folder. Uru did not at any point extract the wav file. However, it did play the sound fine directly from the ogg.

I am not sure what the implications are. If a static sound is missing its wav file it may lose its advantage over streaming sound. Anyway, even my not so modern machine could easily handle the flawed static sound despite of the missing wav so I guess it is a moot point.

btw, running SoundDecompress manually did not extract the wav file (deleting done.dat did not make it happen either)

Here is the audio.0.elf logfile. The other sounds in this log are streaming sounds, except the default link sound which does have a wav counterpart.

Ensuring file pradWoodRand.ogg is loadable (Rand04Emit)
Readied file pradWoodRand.ogg for streaming (Rand04Emit)
Ensuring file pradScrapeRand.ogg is loadable (Rand03Emit)
Readied file pradScrapeRand.ogg for streaming (Rand03Emit)
Ensuring file pradSqueakRand.ogg is loadable (Rand02Emit)
Readied file pradSqueakRand.ogg for streaming (Rand02Emit)
Ensuring file pradCreakRand.ogg is loadable (Rand01Emit)
Readied file pradCreakRand.ogg for streaming (Rand01Emit)
Ensuring file pradRingClick.ogg is loadable (RingClickEmit)
Readied file pradRingClick.ogg for streaming (RingClickEmit)
-0.303550, -0.831778, 3.500000

ASYS: Registering soft sound: pradShellHit
ASYS: Registering soft sound: Rand04Emit
ASYS: Registering soft sound: Rand03Emit
ASYS: Registering soft sound: Rand02Emit
ASYS: Registering soft sound: Rand01Emit
ASYS: Registering soft sound: RingClickEmit
Ensuring file pradWindAmb.ogg is loadable (WindAmbEmit)
Readied file pradWindAmb.ogg for streaming (WindAmbEmit)
Ensuring file pradExitMusic.ogg is loadable (ExitMusicEmit)
Readied file pradExitMusic.ogg for streaming (ExitMusicEmit)
File xLink.ogg allocated in a hardware static voice (0 msec). (cSfxLink01)
Queue: cSfxLink01
ASYS: Registering soft sound: WindAmbEmit
ASYS: Registering soft sound: ExitMusicEmit
FTSP: Switching to surface - Dirt
ASYS: -- Initing listener --
-0.303550, 14.168222, 12.807446
ASYS: -- Sending delayed activate --
Streaming pradWindAmb.ogg via a hardware dynamic voice. (WindAmbEmit)
Starting Fade 40.431473
Playing: cSfxLink01
Stopping Fade 43.476404

File pradShellHit.ogg allocated in a hardware static voice (0 msec). (pradShellHit)
File pradShellHit.ogg allocated in a hardware static voice (0 msec). (pradShellHit)
File pradShellHit.ogg allocated in a hardware static voice (0 msec). (pradShellHit)

ASYS: -- Sending deactivate/destroy messages --
STOPPING sound due to deactivate (WindAmbEmit)
ASYS: -- Shutdown --
ASYS: Muting audio system
ASYS: Muting audio system
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Re: Sound for kickables?

Postby Lontahv » Fri Jul 11, 2008 2:27 pm

Hmm, in that case. If static sounds can survive without .wavs... :D .
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Re: Sound for kickables?

Postby D'Lanor » Mon Jul 14, 2008 3:20 pm

I have been playing some more with kickable sounds and found a few problems.

  • 3D sound: The tutorial mentions parenting the emitter to the kickable but I could not find any way to make the sound 3D. The is3dsound flag does not seem to work for random sounds. Edit: Oops, hang on... I made the classic minfdist/maxfdist omission error :oops: 3D is ok now.
  • Slide sounds: I cannot hear the random slide sounds even though the audio logfile says they are playing. Is that a common problem or is it just me? Or do we have to use one or the other? I ended up adding my slide sounds to the impact emitter where I can hear them ok.
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Re: Sound for kickables?

Postby Lontahv » Tue Jul 15, 2008 3:04 am

Hmm, well. I'm not sure if I tested the slide sounds... :?

Everything looks like how Cyan does it so there was no reason for me to think much of it. It should work.

Make sure you have a separate emitter for your slide sounds--a separate empty.

Apart from that I can't think of what's going on.
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Re: Sound for kickables?

Postby D'Lanor » Tue Jul 15, 2008 3:27 am

Lontahv wrote:Make sure you have a separate emitter for your slide sounds--a separate empty.

I had that. I don't think there would be any other way to set this up. But it is no big deal. The effect is nice enough with just the impact sounds.

I just noticed another problem. I have lost footstep sounds on the collider floor that was added to the soundgroup of the kickables. Not sure if it matters but I used the "stone" soundgroup. Were these names chosen arbitrary? Since they have nothing to do with the actual sound we use...
The lost footsteps btw are the dirt sounds. Splash sounds (water) are still working on that same collider floor. :?
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Re: Sound for kickables?

Postby Tsar Hoikas » Tue Jul 15, 2008 2:57 pm

I don't think it would cause any issues, and I highly doubt Lontahv knows.
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