I added some sound effects to my cutscene but the volume is very low. I can't figure out how to increase the volume. Can you help? Thanks!
Sound effect volume.
Débuté par
Arius23
, mars 27 2010 07:54
#1
Posté 27 mars 2010 - 07:54
#2
Posté 27 mai 2010 - 01:35
This is the exact same question I was going to ask. I don't feel encouraged seeing you posted this 2 months ago and there were no replies.
#3
Posté 27 mai 2010 - 02:16
I have had the same problem. Some ambient sounds are very quiet or silent. But out of a sudden they worked. Few times later it didnt work again it seemed. And it is the closer to the camera the louder they are.
#4
Posté 27 mai 2010 - 03:31
Yeah it has to do with proximity to the camera since most of the sounds are 3D emitters.
The way Bioware got around that problem for most cutscenes is by embedding sound effects in their music tracks. I'm not sure if it was done with FMOD or by literally combining the sound effect .wav with the music .wav though.
I believe its possible to trigger different sounds contained in the same sound event (a sound event being what you place on the timeline or in a level, which is made in FMOD and can actually contain more than 1 sound), but I haven't figured out how to do that.
You can always make the sound object follow the camera by copy and pasting the camera's keyframes to the sound's track on the timeline. Annoying yes, but it should work. For my cutscenes (when I get to them) I'll most likely embed some of the sound effects into the music track.
The way Bioware got around that problem for most cutscenes is by embedding sound effects in their music tracks. I'm not sure if it was done with FMOD or by literally combining the sound effect .wav with the music .wav though.
I believe its possible to trigger different sounds contained in the same sound event (a sound event being what you place on the timeline or in a level, which is made in FMOD and can actually contain more than 1 sound), but I haven't figured out how to do that.
You can always make the sound object follow the camera by copy and pasting the camera's keyframes to the sound's track on the timeline. Annoying yes, but it should work. For my cutscenes (when I get to them) I'll most likely embed some of the sound effects into the music track.
Modifié par Kilrogg_, 27 mai 2010 - 03:32 .
#5
Posté 27 mai 2010 - 03:41
Is it soley proximity or does it matter at all which way the sound object faces? I actually attempt to use the event editor (I think it is called that) to link sounds to animations or effects but it didn't seem to work when I tried last night.
(I am using a spell casting animation, to go along with that I use and fx on the actor and am trying to get a sound to play for that. There is not default sound for the casting animation.)
(I am using a spell casting animation, to go along with that I use and fx on the actor and am trying to get a sound to play for that. There is not default sound for the casting animation.)





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