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Cutscene Combat Audio (Sound Events)


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#1
Redwense

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Hello, everyone. I've been playing around with the animations and tried choreographing a duel, but I'm not sure how to get the sound effects working--sword slashing, shield bashing, and skin ripping, among others--when I play the cutscene in-game.

I already tried enabling "Play Sound Events". Do the combat animations have any associated sound events (How can I tell?), or will I have to find each one in the "Sounds" list? What about the sound events for animations such as footsteps and falling on the ground?

Modifié par Redwense, 09 juin 2010 - 10:54 .


#2
Redwense

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I found a number of sounds for weapon impacts and such, as well as individual footsteps. I ended up having more than a dozen sound placeables on the timeline before it got too messy. How can I tell if animations have their own sounds already? Or are placeables the way to go?

#3
tmp7704

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Redwense wrote...

Do the combat animations have any associated sound events (How can I tell?)

You can open the Animation Events editor located in Tools menu. It has list of animations generally sorted by name of associated item/creature. Clicking any of the animations will show you timeline with associated events and sounds effects, if any.

Modifié par tmp7704, 24 mai 2010 - 02:50 .


#4
Beerfish

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I have a question about adding sounds to cutscenes as well so I'll post it in this thread.



- Is there anyway to manipulate the sound volume of placed sounds? They are not loud in the cutscene editor or in game.

- How does the placement of the sounds affect their volume? Does it make a difference which way the sound is placed or it's location relative to the camera or actor that the camera is focused on?

- I have been trying to add a spell sound to a coincide with a spell animation in the cutscene. I notice that most spell sounds have basically three parts (ces, dur, imp). I forget the significance of these (impact? duration? cessation?)



- Is it best if I try to use the event editor to assign a sound to the animation?

#5
Kilrogg_

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Turning on 'Play Sound Events' should technically play all the sounds associated with the animation (but only in-game, not in the toolset), that is swords swooshes, hitting, stabbing, spells etc.

For placeable sounds, if you are placing a 3D sound (from a 3d_ prefixed folder), the proximity of that sound to the active camera greatly affects its volume.

Modifié par Kilrogg_, 27 mai 2010 - 02:42 .


#6
Redwense

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Animations such as those with "bow" do not have sounds in their Animation Events timeline. Does this mean that I'll have to find a way to edit the Event and add sounds from the list? (And how does one add a creature to preview in the right hand side?)

If I do get to edit an Animation Event and save it, won't it affect the original campaign or anything else using that animation?

I'm not sure I like the idea of a hundred sound placeables cluttering the scene!

Modifié par Redwense, 29 mai 2010 - 11:50 .


#7
tmp7704

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To add the creature, click relevant field in Object Inspector window, while not having any animation selected. Easiest to do it right after you open the Event editor.

Some of the animations don't have sounds attached directly to them in the Audio timeline, but rather do so through their Events timeline -- for example, the bow animations have sounds attached to the "Projectile Load" and "Projectile Fire" events. If you have a creature selected for preview and hit Space to play the animation, you can hear associated sounds if there's any.

Modifié par tmp7704, 29 mai 2010 - 03:50 .


#8
Redwense

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Thank you for the replies. I was able to add a creature to the EventEditor and found animations that indeed had sounds attached to them.

Problem is, I can't get the sounds to play in the cutscene. I'm sure I have "Play Sound Events" set to "True" in my cutscene's properties. But the only sounds I hear are the ambient area noises. (I'm using the original campaign's Korcari Wilds.)

I simply added animations such as "bow.aim" (it already has sounds in the EventEditor) by adding a track to a creature and inserting a "Play Animation" action. I then exported the cutscene "without dependent resources" and used the "-autologin=single player -runcutscene=combattest.cut" command line to play it. Am I missing something?

Modifié par Redwense, 31 mai 2010 - 01:07 .


#9
Redwense

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I still haven't been able to get sound events working in cutscenes. Anyone have an idea on what I'm missing?

#10
tmp7704

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Haven't really experimented with these yet so can't help much, i'm afraid. For what's worth a cutscene from the standard campaign i've checked (orz200cs_guardsmen_fight) had the fight-related sound effects provided as single long sound in the cutscene itself, even though it had the 'play sound events' switch enabled. Another scene with combat fight effects (arl100cs_redcliffe_end) has the sounds of bows loaded and fired added as individual sound effects in the cutscene itself as well. Going by these two samples, perhaps the "Play Sound Events" switch isn't actually supported by the engine? Which would be rather silly and obviously inconvenient but, well.

Modifié par tmp7704, 09 juin 2010 - 12:59 .


#11
FergusM

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Yeah, "Play Sound Events" doesn't work very well. The solution is basically to make custom sounds for your cutscene audio. Use fraps or audacity or something to record sounds out of the event editor (or dig through the .fsbs to find them, a pretty tedious task), then assemble them to your liking, import with fmod and stick them in your cutscene.

#12
Kilrogg_

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Good point about recording them directly from the event editor, didn't think about that. That'll make it way easier than manually placing each sound.

#13
Jedi31293

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Here's a solution I found to my sound problem: instead of adding your creatures into your area in the cutscene editor, open up you area in the area editor and place your creatures. Then open the area in your cutscene editor and right click on your creatures and turn them alive. This allows all animation-associated sounds to work properly. At least for me it did. Hope this helps.