Kickable sound question

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Re: Kickable sound question

Postby Lontahv » Sun Aug 03, 2008 4:01 pm

Maybe try converting your oggs to wav and putting them in the 'cache.
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Re: Kickable sound question

Postby andylegate » Sun Aug 03, 2008 4:43 pm

Already done, did that.

I finally found the other thread that talked about kickable sounds after I posted this one. I saw the discussion about the sound files, so I made sure to put the ogg files in the sfx folder and the wav files in the streaming cache folder.

:shrug: don't know what's going on. I'm skipping this for now as I have other things I need to get done, but I hope others look into this and see if they can figure out what is going on, especially since from everything that I've seen, only impact sounds are working, not sliding still.
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Re: Kickable sound question

Postby D'Lanor » Sun Aug 03, 2008 5:38 pm

Lontahv, could you explain why you use different soundgroups in your example? metal for the kickable and stone for the ground. Do they have to be different?
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Re: Kickable sound question

Postby andylegate » Sun Aug 03, 2008 6:04 pm

I'm not sure why he did what he did, but mine are wood simply because the chair is made of wood, and it's on a hardwood floor.

I would assume that if the chair was metal, I would set that to metal and then the floor to wood.

What I'm a bit confused about is why have the sndgroups at all? What I mean is, if we make the emitters and then actually give them a sound file to play, why do we have to indicate a footstep sound surface for either the kickable or the surface?
I mean when you look at the sound files, all the kickable sounds are right there, each one beginning with the small letter "p", and when you look at like say, Relto after it's imported, you see the firemarble and you see the two empties for the sound emitters parented in each one.

Of course I don't know what the inner workings are, but it does seem strange to me that you have to include one of the main surface sounds, when in the game itself, you never hear that sound with kickables. Just the impact and slide sounds of the kickables themselves.

:shrug: I don't know either, I just do what the tutorial says... :)
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Re: Kickable sound question

Postby Lontahv » Mon Aug 04, 2008 12:41 am

I'm not sure about the snd-groups. What I did seems to work and not make my kickable sound tinny or anything.

Really I don't understand why Cyan does the sndgroup thing... what we can do is follow their lead. So, Andy try making the chair say, 9 and see what it does. Yes, the things like "metal" and "stone" are just enums. 9 happens to be what cones are set to.

Cyan has in Gahreesen:

StoneFloor: stone(4)
Cones: 9

Maybe they need to be different to make sound. O.o

Try it and see if it works. :)

Also, try deleting your sav for that age.
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Re: Kickable sound question

Postby D'Lanor » Mon Aug 04, 2008 1:23 am

Thanks. I will try that. Maybe that fixes my slide sounds. And hopefully it also fixes the unusually heavy lagging the impacts are causing.
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Re: Kickable sound question

Postby Lontahv » Mon Aug 04, 2008 2:19 am

Have you tried putting in some wavs?
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Re: Kickable sound question

Postby D'Lanor » Mon Aug 04, 2008 4:14 am

I have. I tried both single and dual channel. It made no difference. Dual channel wavs btw are those split into two files with -Left and -Right extensions. My guess is that static 3d sounds need the dual channel wav setup.
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Re: Kickable sound question

Postby SCGreyWolf » Tue Aug 05, 2008 10:19 am

D'Lanor wrote:I have. I tried both single and dual channel. It made no difference. Dual channel wavs btw are those split into two files with -Left and -Right extensions. My guess is that static 3d sounds need the dual channel wav setup.


I'm not 100% sure about Uru, but most games use mono sounds for positional audio and stereo for sounds that are directionless or local. (KI noises would be stereo, footsteps, waterfalls and such would be mono.
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Re: Kickable sound question

Postby Paradox » Tue Aug 05, 2008 10:41 am

SCGreyWolf wrote:
D'Lanor wrote:I have. I tried both single and dual channel. It made no difference. Dual channel wavs btw are those split into two files with -Left and -Right extensions. My guess is that static 3d sounds need the dual channel wav setup.


I'm not 100% sure about Uru, but most games use mono sounds for positional audio and stereo for sounds that are directionless or local. (KI noises would be stereo, footsteps, waterfalls and such would be mono.


. . . and I'm pretty sure Uru/Plasma is the exact opposite of that. o.o
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