Kickable sound question

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Kickable sound question

Postby andylegate » Sat Aug 02, 2008 4:26 pm

okay, trying to do kickable sounds here, and I'm getting an export error (gee, surprise, surprise)

The tutorial shows this:

Here are the props for your physical object (say a beach-ball):

Code: Select all
<Kickable-Object name>:
    physical:
        sndgroup: (metal|grass|wood|stone|<int>(advanced users only))
        impact: <your random sound emitter name (don't use this var if you don't want any)>
        slide: <your random sound emitter name (don't use this var if you don't want any)>



I'm getting an error with the sndgroup.

Now, EXACTLY how do we put this in? Do we include the parens? Can I just list one surface? IE wood, etc.

Here's the error I keep getting in the console:

Code: Select all

  File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\prp_ObjClas
ses.py", line 1667, in _Export
    PhysicalSndGroup.data.export_obj(obj)
  File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\prp_ObjClas
ses.py", line 1704, in export_obj
    self.fGroup = int(SndGroupFlags)
ValueError: invalid literal for int() with base 10: '(wood)'
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Re: Kickable sound question

Postby Tsar Hoikas » Sat Aug 02, 2008 4:34 pm

Remove the parenthesis from around (wood)

The pipe | denotes OR while everything in () are the options.
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Re: Kickable sound question

Postby andylegate » Sat Aug 02, 2008 4:42 pm

Got it. Thanks Adam.

Acutally I HAD removed the parens, but still got an error........because I missed one! hehe.

Hate those typos!


Okay...now if I can only stop making the chair act like a super bouncy ball........... :shock:
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Re: Kickable sound question

Postby andylegate » Sat Aug 02, 2008 5:02 pm

Okay........no sound. The chair makes no sound what so ever if I slide it or impact it......

Are there any known issues? I just did a forum search and can't find any.
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Re: Kickable sound question

Postby Tsar Hoikas » Sat Aug 02, 2008 5:19 pm

IIRC Lontahv had those issues when he implemented this feature... I'll defer to him on this because I'm not familiar with these objects...
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Re: Kickable sound question

Postby D'Lanor » Sat Aug 02, 2008 5:20 pm

I had issues with slide. Only impact worked for me.

At my first attempt I forgot the minfdist/maxfdist which 3d sounds require. :oops: You may want to check if you have that set up right.
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Re: Kickable sound question

Postby andylegate » Sat Aug 02, 2008 5:24 pm

The tutorial makes no mention of any of the 3d sound flags at all.

Here's a pic of my ALCscript for the chair. I have 2 empties parented to the chair, a slide and a impact emitter (just like Cyan does it for say the fire mables).

I've looked through my Audio log with elf, and the emitters are not even being played. The bottom of the script is the sound group for the floor, past that I've also added it for the walls. Do I HAVE to make colliders now for the floors and walls for this to work? As it stands now, I just have the bounds set for the floor and walls.

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Re: Kickable sound question

Postby andylegate » Sat Aug 02, 2008 6:05 pm

Okay I added the is3dsound flag to both emitters, along with the minfdist and maxfdist, type, etc.

The audio log shows this:

Ensuring file cbdoorbut.ogg is loadable (buttsndemit)
Readied file cbdoorbut.ogg for streaming (buttsndemit)
Ensuring file cbtrpdrsfx.ogg is loadable (trapemit)
Readied file cbtrpdrsfx.ogg for streaming (trapemit)
Ensuring file cbdoormove.ogg is loadable (vaultemit)
Readied file cbdoormove.ogg for streaming (vaultemit)
Ensuring file waterfallsnd.ogg is loadable (waterfallemit)
Readied file waterfallsnd.ogg for streaming (waterfallemit)
Ensuring file campbravodt_wind.ogg is loadable (windemit)
Readied file campbravodt_wind.ogg for streaming (windemit)
Ensuring file campbravodt_music.ogg is loadable (backgndmusic)
Readied file campbravodt_music.ogg for streaming (backgndmusic)
Ensuring file campbravo_alarm1.ogg is loadable (alarmemit1)
Readied file campbravo_alarm1.ogg for streaming (alarmemit1)
Ensuring file engine_loop.ogg is loadable (gensnd)
Readied file engine_loop.ogg for streaming (gensnd)
Ensuring file cbdoorbut.ogg is loadable (but5sndemit)
Readied file cbdoorbut.ogg for streaming (but5sndemit)
110.773468, -5.962633, 14.805839
ASYS: Registering soft sound: buttsndemit
ASYS: Registering soft sound: trapemit
ASYS: Registering soft sound: vaultemit
ASYS: Registering soft sound: waterfallemit
ASYS: Registering soft sound: windemit
ASYS: Registering soft sound: backgndmusic
ASYS: Registering soft sound: alarmemit1
ASYS: Registering soft sound: gensnd
ASYS: Registering soft sound: ChairSldSnd1 This is the "SomeSoundName1" not the actual emitter name
ASYS: Registering soft sound: ChairSldSnd2 This is the "SomeSoundName1" not the actual emitter name
ASYS: Registering soft sound: ChairImpactSnd1 This is the "SomeSoundName1" not the actual emitter name
ASYS: Registering soft sound: ChairImpactSnd2 This is the "SomeSoundName1" not the actual emitter name
ASYS: Registering soft sound: but5sndemit
File xLink.ogg allocated in a software static voice (0 msec). (cSfxLink01)
Queue: cSfxLink01
FTSP: Switching to surface - Dirt
ASYS: -- Initing listener --
110.773468, -5.962633, 19.915665
ASYS: -- Sending delayed activate --
Streaming campbravodt_wind.ogg via a software dynamic voice. (windemit)
Streaming campbravodt_music.ogg via a software dynamic voice. (backgndmusic)
Starting Fade 67.666579
Playing: cSfxLink01
Stopping Fade 70.679157
FTSP: Switching to surface - Stone
FTSP: Switching to surface - HardWood This is where I entered to kick the chair
ASYS: -- Sending deactivate/destroy messages --
STOPPING sound due to deactivate (waterfallemit)
STOPPING sound due to deactivate (windemit)
STOPPING sound due to deactivate (backgndmusic)
ASYS: -- Shutdown --
ASYS: Muting audio system
ASYS: Muting audio system


I entered and kicked the chair around. Nothing. The footsteps still work. But still no sound at all from the chair, sliding or hitting things.
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Re: Kickable sound question

Postby Lontahv » Sat Aug 02, 2008 9:46 pm

Well, you need you have your current ground collider set to a "group"... yes, it has to be a collider. If you have an invisible collider-mesh then that would be what you set. Basically anything that you want your object to hit and make sound you need to set up a "group" for it.

Not sure what the problem could be... a little buggy in testing but at release impact seemed to be sound... pun intended. :P

If you want to send me your exported age I could take a look at what the plugin is writing.
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Re: Kickable sound question

Postby D'Lanor » Sat Aug 02, 2008 11:59 pm

That is exactly what happened to my slide sounds. They were in the logfile but could not be heard.
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