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Need some sound advice


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12 réponses à ce sujet

#1
PJ156

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I am using a sound in my mod (or not as the case may be).

The sound is as_na_splash2 (for a blood splatter) Posted Image

The sound wont play in game. I tried first out of the list from the toolset, then when this failed I copied the wav to the override renamed it and used that. In either case the sound did not play.

Perhaps it's the volume? Whatever it is I cant hear it in the game. Any suggestions would be welcomed?

PJ

#2
Chalupa Del Diablo

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Could it be a 2DA issue? I can't remember if sound effects have their own 2DA but you might have to edit it to show up in the toolset. I'm no expert but I had to do this to get custom music to play.

#3
Orion7486

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Is your placed sound marked as positional? Meaning, that it will be heard only if the player/game camera is close enough to hear it? If it is marked as positional, uncheck it and make it false so you can hear it no matter where the player/game camera is in the area.

#4
LeeMer47

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Is it marked active? Did you check any boxes in Hours at which the sound is active? Is Times at which to play sound always? Is volume at least 70?



My toolset is set to default settings. The sound button has Placed checked but Ambient off. Do you have sound set to play Ambient in the toolset?



You might have to put ambient music in the ambient folder. Though voice-over waves do load from the override, ambients may not. I don't like putting things in the override folder so I don't know what it will load other than 2das, tgas and prefabs.

#5
Morbane

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What are you using the sound on? Is it a placeable - or a creature - or a script attached to either one?
If it is a placeable or a waypoint - your sound will never play. You might need a sound ninja.

Modifié par Morbane, 24 juillet 2010 - 06:14 .


#6
PJ156

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Sorry I did not give you guys enough detail. The sound is playing (or isn't playing) out of a convo line. I call it from the sound selection on the convo node.

Functionaly I think I have this right. I put another sound in override and that one works okay it's just the splash sound.

Any advice is welocome, I will play with ths again this evening.

PJ

#7
Orion7486

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I just tried it out within a convo. There is no problem with that sound file. It worked ok. Just to be clear, you've put it in the sound line, just beneath Show Once? in the behavior field, correct?

#8
LeeMer47

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I hear it too, though I wouldn't call it a splash. It only lasts 1 second. Is other music or ambient sound playing during the conversation? Sounds have a pecking order of what gets played if two are going on simultaneously.

#9
PJ156

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Thanks for testing this guys I will give it another go. There is background misic playing I can switch that off and try again.

I will check the location of the sound I guess I could have got it wrong.

PJ

Modifié par PJ156, 25 juillet 2010 - 07:08 .


#10
rjshae

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Maybe it's a sound priority issue? Try giving it a higher priority.

#11
PJ156

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Thanks Bob, I am still having trouble with this. I tried switching of the background music by script but your comment has given me a nother idea, which, spookily enough is also not working.

I have now made two custom blueprint sound objects which I can, as you suggested up the priority on. I am trying to fire these off a script. That has not worked yet but that may be an issue with the sound blueprint. I am going in to have look at that now.

Thanks for the tip, I am on a new path now.

PJ

#12
Shallina

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Need to check when the sound can play.



Need to check if it's a scripted sound.





There is a problem with the way the sound is recorded. All can be used as "global" sound heard from everywhere.



But those who are positional need to be recorded differently. Not all sound can be positional.

#13
PJ156

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Thanks to all who helped with this, I have it now.

I put the sound in my override then attached it to a custom blueprint - this had non positional, always play in the settings and the priority was set highest.

I then called the sound from the convo with a script. It plays fine now.

Thanks again, there is a little bit of everyone in the final solution. I guess the key thing I have learnt is that not all sounds can be called direct from a convo with the stock script.

Cheers,

PJ

Modifié par PJ156, 29 juillet 2010 - 08:23 .