Kickable sound question

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andylegate
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Re: Kickable sound question

Post by andylegate »

Mkay, I'll give this a try later, I'll have to make colliders for the floor, walls, etc.

The tutorial will need to be changed to reflect that, I can do it once I get this working, as there are many people out there that don't make colliders for every single object, but in many cases just use the bounds.
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D'Lanor
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Re: Kickable sound question

Post by D'Lanor »

andylegate wrote:The tutorial will need to be changed to reflect that

It already says: "Now you need to add a sndgroup to the collider-ground". That was good enough for me, but perhaps it helped that I have for myself always called these "collision" sounds instead of "kickable" or "physical" sounds. ;)
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andylegate
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Re: Kickable sound question

Post by andylegate »

Didn't help me as:

A) I've never had to make a sndgroup

and

B) collider-ground is my very ground itself. As you can give an object bounds, I assumed (wrongly of course) that since my ground IS a collision for the avie that was all I needed. Not have to go back and make colliders for everything.

I'll just add a note to the tutorial that says you need to make colliders for objects that the kickable will be sliding on and impacting, even if you have Bounds set for those objects is all.
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D'Lanor
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Re: Kickable sound question

Post by D'Lanor »

Bounds is what makes them colliders, isn't it?
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andylegate
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Re: Kickable sound question

Post by andylegate »

Yes it does, but Lontahv says that you have to have colliders too. Having bounds set on an object is not enough, even though it makes to where you collide with the object.

hey don't ask me, I'm just following what they said :?
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D'Lanor
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Re: Kickable sound question

Post by D'Lanor »

Hmm, I think you misunderstood that. The way I read that is: if you use a collider to handle collision on a non-collider floor or wall you have to add the collider to the soundgroup instead of the object itself.
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andylegate
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Re: Kickable sound question

Post by andylegate »

still no joy.

I made the group nothing.

Then went back and added the sound emitters to the group: nothing.

Added the chair that they are parented to the group: nothing.

Audio log still reads the same. The emitters are never being turned on.
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Lontahv
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Re: Kickable sound question

Post by Lontahv »

Here's the script I tested the feature with:

Code: Select all

Empty:
    type: randomsound
    randomsound:
        sounds:
          - SomeSound1:
                sound:
                    file: S1
                    volume: 1.0
                    buffer: static


ball:
    physical:
        sndgroup: metal
        impact: Empty

Cube:
    physical:
        sndgroup: stone



Empty is the emitter, ball is the kickable, and Cube is the ground. Try copying that exactly (except for names) and there's no reason for its failure. :?

Remember to ref the emitter rather than the soundfile (I think you were doing this, just wanted to make sure).
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D'Lanor
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Re: Kickable sound question

Post by D'Lanor »

Huh? You have two different soundgroups there. I thought they had to be the same (thus being in the same group).
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andylegate
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Re: Kickable sound question

Post by andylegate »

Yes I ref the emitters, not the sound file.

Here's a pic of the alcscript (you don't see the impact emitter, but it's up there). This is with the 3d sound flags added.

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