There have been a lot of people asking how to get this to work and I remember the general concensus being that it's broken, but it's not.
I found out by accident today that it works fine, but your actors need to be creatures present in the area that are then activated in the cutscene, and not just dropped into the cutscene editor.
For example, if you make a cutscene in Area 1, but Area 1 doesn't have your actor in it (in the Area Editor), you would just drag and drop that actor into the cutscene from the Creature palette. This will make Sound Events attached to that actor's actions not play.
You need to put that actor in Area 1, load up your cutscene, right click the actor (who should have a blue tint on him), select Activate Area Objects, and then have that actor do all your cutscene actions.
If you've already made a cutscene with non-area actors and want to get sound events to play, just put those actors in your area, load up the cutscene and copy/paste all the tracks (including the position/orientation) from your original (non-area) actor, to your newly activated actor (the one that's actually in the area).
Remember to also copy/paste the Origin Orientation and Origin Position coordinates from your old actor to your new one so all actions match perfectly.
How to get Play Sound Events to work
Débuté par
Kilrogg_
, juin 19 2010 08:54
#1
Posté 19 juin 2010 - 08:54
#2
Posté 19 juin 2010 - 09:19
Ohh, that's a good tip. Thank you for the heads up ;o
#3
Posté 21 juin 2010 - 12:20
Even easier than copy/pasting all the tracks (if you want to change your dropped-in actor for your area actor)... just change the dropped-in actor's mapping tag to whatever tag the 'area' version of that actor is. I discovered that yesterday and it's a lot less painful
.
If the actors in your cutscene aren't present in gameplay (let's say they are introduced for the first time in the cutscene itself and your cutscene is triggered by walking up to an NPC), just place them outside the level or in an area where the player can't see, and they'll just warp to the correct position when the cutscene begins.
If the actors in your cutscene aren't present in gameplay (let's say they are introduced for the first time in the cutscene itself and your cutscene is triggered by walking up to an NPC), just place them outside the level or in an area where the player can't see, and they'll just warp to the correct position when the cutscene begins.
#4
Posté 22 juin 2010 - 12:36
Nice find. This is going to help me a great deal; manually adding footsteps et. al. to my last mod was a nightmare.
#5
Posté 22 juin 2010 - 01:11
That sounds valuable indeed. If you don't have to manually add in footstep sounds, that will be a big win. What other sounds you can get the character to "automagically" play?
Of course, note that you're going to have to ensure that the said creature is unique within the area otherwise you won't be able to enable it within the cutscene.
Of course, note that you're going to have to ensure that the said creature is unique within the area otherwise you won't be able to enable it within the cutscene.
#6
Posté 22 juin 2010 - 02:25
Thanks for the heads up!
#7
Posté 22 juin 2010 - 04:13
AmstradHero wrote...
That sounds valuable indeed. If you don't have to manually add in footstep sounds, that will be a big win. What other sounds you can get the character to "automagically" play?
Of course, note that you're going to have to ensure that the said creature is unique within the area otherwise you won't be able to enable it within the cutscene.
It plays whatever sounds are associated with the animation. You can listen to them by playing the animation in the Animation Events editor (Tools -> Animation Events).
Youre still going to need to add some of the more specific sounds (like if your character picks up something) but all the minor sounds like footsteps and clothing/equipment sounds (when a character moves) will be played automatically.





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