It seems it will take much more time before a new insight will be contributed here.
Therefore I would like to summarize essential aspects on this topic we know so far to give a quick overview for everyone who finds this thread by a search in the forum. (Because...yes, it is a rather long thread)
It could be a used as basic information for beginners and as a check list as well if the sound does not play. Therefore I will include steps which have been mentioned repetitively before in the forum.
Topic: Sound associated to animations in cutscenes
1. Cutscene property
"Play Sound Event " must be set to
true.
2. Creatures
Creatures have to be placed in the area and should be activated then in the cutscene editor.
Right click on the creature -> Activate area objects
(For creatures only placed in the cutscene editor sound associated to animation will
not play.)
3. Run cutscene by -autologin -runcutscene vs. Run a cutscene from a trigger
The engine handles this differently. Sound associated to animations will
not play if the -autologin -runcutscene command is used.
4. Animations
- without associated soundThere are some animations without associated sounds. This can be checked with the
Event Editor .
If no sound is associated to a specific animation sound can be added by two complimentary methods:
a) Event Editor:
'Add event' (Right click in the time line) -> select the event -> set properties for the event in the object inspector - finally Post to Local

Cutscene editor:
Just place a sound resource in the viewport. To find an adequate sound resource: worksheets in the local folder your_DAO_installation_ path - tools - source - 2DA will provide on overview.
- GAD animations
We know: "It's important to set at least one set of keys for an object using GAD." Otherwise "unexpected and unpredictable errors could occur later".
It has an impact on sound associated to animations too. Without the setting of a key frame or incorrect setting for the GAD animation (i.e GAD = true for Non-GAD animations) sound associated to animations will more probable not play.
5. Volume
The volume of a sound associated to an animation is dependent on:
-
the distance to the active camera
-
the item material or the ground of an exterior area
(low occlusion factor in worksheet sound_material_types in the local folder your_DAO_installation_ path - tools - source )
Assumptions There are some findings which indicate further aspects which could have an impact on sound associated to animations. But nothing finally proven. The assumptions are related to the complexity of a cutscene (i.e. size of level/area, number of creatures) and the
memory usage.
If I should have forgotten something unintentionally, feel free to add.
Modifié par Yara Cousland, 26 novembre 2010 - 07:29 .