footsteps sound conflict with Plasma in 3ds max

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footsteps sound conflict with Plasma in 3ds max

Postby lyllus » Tue Jun 26, 2012 10:55 am

I'm working with the footsteps sounds in my Age, (with 3ds Max7) but there is something strange happening: they all work with a beautiful effect, except for one particular area where instead of hearing the sound of steps on the stone I hear the sound of the avatar swimming in the water. This swimming sound is applied on a distant plane not linked in any way with the stone sensor area. The water area surrounds the stone area. The strange thing is that I have other footsteps sound areas placed in the same setting (surrounded with a ring of water) but they don't have this kind of problem.
Can anyone help me? :( :( :shock: :shock: :o
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Re: footsteps sound conflict with Plasma in 3ds max

Postby Jogi » Tue Jun 26, 2012 1:23 pm

Once I have tried out this in Blender 2.49b: Nested footstep regions.
I then gave up this again, because I became convinced personally, that you cannot predict exactly in such a case which sound is triggered.

Looking into the protocol of the PyPRP exporter, you can get the impression that the Plasma Engine doesn't test if the avatar is within a region but only if he enters or exits it.

Code: Select all
  [QuickScript - Footstep]
Resulting Code for .logic.modifiers:
- tag: Enter_Ft <----------
  flags:
    - multitrigger
  activators:
    - type: objectinvolume
  conditions:
    - type: volumesensor
      satisfied: true
     direction: enter <----
  actions:
    - type: responder
      ref: $FootSnd
- tag: Exit_Ft <------------
  flags:
    - multitrigger
  activators:
    - type: objectinvolume
  conditions:
    - type: volumesensor
      satisfied: true
      direction: exit <-----
  actions:
    - type: responder
      ref: $FootSnd


lyllus wrote:...I have other footsteps sound areas [...] they don't have this kind of problem.

I can only guess: Maybe it is important in which order these "enters" and "exits" are detected and where to you are linked-in when you enter the Age.

That's all I can say. - No real help, sorry. :(
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Re: footsteps sound conflict with Plasma in 3ds max

Postby Christopher » Tue Jun 26, 2012 11:51 pm

If the water (and swimming sound) surrounds your walking sound area, maybe you should try to use four boxes, ordered in a square for your water area, so that you don't have overlapping areas.

Christopher
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Re: footsteps sound conflict with Plasma in 3ds max

Postby lyllus » Wed Jun 27, 2012 1:30 am

Unfortunately the swimming area has a tubular section, but is a good suggestion ! thanks ! ;)
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Re: footsteps sound conflict with Plasma in 3ds max

Postby Christopher » Wed Jun 27, 2012 2:57 am

It should also be possible to make a hollow cylinder in 3ds max. But if you use one of these shapes don't forget to use "Exact" s collision ;)

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Re: footsteps sound conflict with Plasma in 3ds max

Postby lyllus » Thu Jun 28, 2012 7:02 am

Of course, Christopher, but the problem persists, and in another situation: in the area of ​​a type of sound pitch, I hear the same sound out of this area, although, I placed another area with different sound, away from the upper area...
plasma max plugins have the possibility to create a soft sound region but it works only with background sound etc...but non for the footsteps sound... :cry: :cry: :? :shock: :shock:
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Re: footsteps sound conflict with Plasma in 3ds max

Postby lyllus » Fri Jun 29, 2012 9:19 pm

solved! I have divided into four parts the "tube" which is the area of swimming, and now no longer heard in other areas of the era! thanks for the advice! :D :D
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