Yara Cousland wrote...
BTW, activated my creatures in your 32x32 area, pasted their animation´s tracks - sound played.
More success - good stuff!
Now, prompted by DahliaLynn's suggestion I've gone back to review my 4 exterior cutscenes, making a note of what sounds did play. I watched each cutscene 3 times in-game, and here are the results after comparing the cutscenes in the cutscene editor. BTW, you can find Youtube links to all 4 in the cutscene samples thread, though bear in mind the basic in-game versions are slightly different, as in some cases I added music later, etc.
1) 'The Rescue'
269.1 seconds
64x64 level/area
15 cameras (!)
20 characters/creatures
- Leliana's shuffle/look left animation had sound: no GAD but an Ease In transition from the previous animation (though there is a gap between them)
- Female warden's fold arms animation had sound: no GAD though Ease In transition from the preceding overlapped animation
- When Morrigan, Leliana, the warden & Alistair start to run forward just before the combat starts there are some dim sounds: no GAD or transitions used for their individual animations.
- This is an interesting one: when you cut from a side to a back view of them running you can see the ogre in the distance, performing the ogre warcry animation - which you can partially hear. No GAD or transitions used for that warcry animation, and it is occurring a good distance away from the active camera, yet some sound is audible.
- One of the female warden's deathblow attacks has sound: no GAD or transitions used for that animation
- Around half of the ogre animations have some dim/muffled sound - sidestepping, moving forward, running: no GAD or transitions used for the animations (ditto the ones that play with no sound)
- All 3 of the animations I used for the High Dragon at the end played with sound: no GAD for any of them, but there's one Ease In/Out transition between the 1st and 2nd
I could detect no differences at all when I watched the cutscene a second and third time in-game.
2) 'Into the Deep Woods'
220.3 seconds
64x96 level/area
5 cameras
8 creatures/characters
- The female Elf's initial walk/stop animation had sound: GAD & a Linear transition to the next animation
- The 'shockwave' VFX had sound (obviously, no GAD/transitions needed there)
- One of the skeleton 'draw weapon' animations had sound: no GAD but an Ease In transition from the preceding (overlapping) animation
- The 5th skeleton attack move had sound: no GAD, no transitions
- The 6th skeleton's attack move also had sound: no GAD but an Ease In transition from the previous animation and an Instant transition to the next animation (slight overlap)
This time there were some differences on the second and third viewings:
Second viewing:
- There was sound when the 3rd skeleton falls and dies: no GAD or transitions
- Also, several other combat sounds played, but very dim/muffled
Third viewing:
- virtually identical to the first viewing, apart from the 'draw weapon' animation having no sound.
3) 'Night Attack'
320 seconds
96x160 level/area
8 cameras
33 creatures/characters
*Note before viewing in-game, I removed all sound emitters from the area and the cutscene, so all I'd hear was any animation sounds; if you watch this one on Youtube much of what you hear is sound from those emitters.
- The boy clapping animation had sound: no GAD or transitions
- At the same time the Mabari playing/barking animation had sound (barking): it's a looped animation, with an Ease In transition to the following overlapped animation
- I used cs_fclan.fc_idle02 for the female rogue standing on the dock, and this animation had sound: I used GAD, but no transitions
- The male rogue turning/walking away animation had sound: I used GAD and there's an Ease In transition to the next animation
- Here's another interesting one. During the next sequence, I've given the Mabari a number of barking animations. Most of them play with sound, but in some cases the barking is
louder when the active camera is focused elsewhere (eg, a different camera focused on the male and female rogue characters). When the active camera switches to the one focused on the Mabari, the barking is still audible, but at a decreased volume. There's no GAD or transitions employed for any of these animations.
- When the male dwarf walks to join the group around the Mabari, his animation has sound: there's GAD plus an Ease In/Out transitions to the subsequent overlapping animation
- When the group around the fire walk over to join the others, some animations play with sound (you cane hear armour clanking, for example): GAD was is use here, but no transitions
- Out of dozens, only a single werewolf attack animation had sound: it had GAD but no transitions
- One elf archer draw/fire bow animation had sound: no GAD, no transitions
- There are a number of dim/muffled animation sounds just about audible during the next combat sequence. There's a lot going on all at the same time, but I'm pretty sure the animations that had sound all used transitions and 2 used GAD
- When the dwarves hug near the end the male dwarf's animation had sound: GAD was used, but no transitions
There was no detectable difference on a second and third viewing.
4) 'The Bloodplague'
179.5 seconds
128x160 level/area
3 cameras
51 creatures/characters
-This one's easy to summarise: during the battle sequence a total of 5 animations played with some sound; some had transitions and used GAD, others didn't. The rest of the cutscene played in-game with no (audible) animation sounds. It was exactly the same on second and third viewing.
Modifié par AlanSJF, 13 novembre 2010 - 10:50 .