Post all your audio woes here.
#1
Posté 23 septembre 2010 - 11:13
I currently have an open dialogue with Fernando Melo about potentially more official support in these forums. In the interim, he has asked me to compile a list of the most pressing issues, and send it to him. I know what I and a few others need to know, but I didn't want to leave anyone out.
So, just post whatever question you have, with as much detail as possible, and I will forward it to him.
Thanks.
#2
Posté 24 septembre 2010 - 04:07
1. Is there another way to use our own Main and Chargen music besides overriding the _menu\\main and _menu\\chargen slots in the music.fdp(fev)? How does the engine know those tags? Is that hardcoded or is there a 2da switch possible? If hardcoded, is there a complete list of tagged sound events/categories besides what I can see in Audio Categories.fev?
2. When FMOD asks for templates for a core fdp (ie: music.fdp) for sound events, is that something we have to invision what the designers used? Or are there actual sound event templates that Bioware has that they could release? I ask because inventing a template only sometimes does for me what I see happening in the core game, and FMOD will allow you to save a template. So I am led to believe that there are certain parameters that the engine is looking for contained in the sound event templates... or I am just being stupid and missing something.
3. What #ducking parameters would I use to kill the game music for a cutscene (or other specific game event). I do see OnCutscene #duck in the Audio Categories, but really don't understand how that is used. In any case, I haven't had any luck in using it. Perhaps one of the designers could update the wiki on all these subjects.
4. Lastly, I have lost my in-game music. I see on the boards that I am not the only one. This makes music testing very difficult, heh. I can still hear music in the toolset and can assign to areas, but during gameplay I can only hear sound effects and vo... but no music. Any solution to this would be much appreciated. PC user, of course. p.s. Copying all core sound fsb's and fev's to my Documents\\\\\\override does not solve the problem for me where it did for someone else.
#3
Posté 24 septembre 2010 - 02:48
#4
Posté 24 septembre 2010 - 09:43
Cuvieronius wrote...
2. When FMOD asks for templates for a core fdp (ie: music.fdp) for sound events, is that something we have to invision what the designers used? Or are there actual sound event templates that Bioware has that they could release? I ask because inventing a template only sometimes does for me what I see happening in the core game, and FMOD will allow you to save a template. So I am led to believe that there are certain parameters that the engine is looking for contained in the sound event templates... or I am just being stupid and missing something.
I don't know if anyone answered this yet, but these files can be found here: http://social.biowar...ect/1331/#files
#5
Posté 26 septembre 2010 - 05:34
When you create a sound event, you can either use 'no template' or the 'existing template'. The existing templates don't seem to exist. They were not shipped and are seperate from the FDP. You can create a new template in FMOD, just not sure what to use. It's okay, will wait for the dev answer on that one.
#6
Posté 26 septembre 2010 - 09:08
Audio placed in an area - music and sound fx - does play when I export that area to the game, and are also audible if I use that area for my cutscene, but so far, and despite placing creatures in my area and activating them in the cutscene edtor, the vast majority of animations I use that have associated audio are silent when I export and play the cutscene in-game.
#7
Posté 27 septembre 2010 - 07:16
AlanSJF wrote...
I'm very much on the first rung of the ladder when it comes to the toolset and audio, but one issue I am having trouble with is animation sound not playing in cutscenes (my own, not the game cutscenes). I know other folks have run into this problem as well.
Audio placed in an area - music and sound fx - does play when I export that area to the game, and are also audible if I use that area for my cutscene, but so far, and despite placing creatures in my area and activating them in the cutscene edtor, the vast majority of animations I use that have associated audio are silent when I export and play the cutscene in-game.
This issue came up a bunch of times when talking to various people (it was on my list as well), so I hope it gets answered. I seem to remember back during the BETA someone saying that the developers actually recorded one long track that contained music, sound effects, etc. timed to the action happening in the cutscene.
There's no way in hell I want to go down that route
#8
Posté 27 septembre 2010 - 11:11
Challseus wrote...
AlanSJF wrote...
I'm very much on the first rung of the ladder when it comes to the toolset and audio, but one issue I am having trouble with is animation sound not playing in cutscenes (my own, not the game cutscenes). I know other folks have run into this problem as well.
Audio placed in an area - music and sound fx - does play when I export that area to the game, and are also audible if I use that area for my cutscene, but so far, and despite placing creatures in my area and activating them in the cutscene edtor, the vast majority of animations I use that have associated audio are silent when I export and play the cutscene in-game.
This issue came up a bunch of times when talking to various people (it was on my list as well), so I hope it gets answered. I seem to remember back during the BETA someone saying that the developers actually recorded one long track that contained music, sound effects, etc. timed to the action happening in the cutscene.
There's no way in hell I want to go down that route
Well if the issue has been raised, that's a start. As for combining music and sound fx on a single track that has to be syched with the animations ... *gulp*.





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