AFT, I'll be stealing that from you if you don't mind
To be honest, I can only tell you what I know on a most basic level, from the time long ago when I temporarily delved into FMOD territory in combination with the Cutscene Editor.
To clarify my observations I'm going to explain what I know, and what I'm missing:
When I learned a bit about FMOD, I found the three settings important to me were looped and one shot, and sound parameters.
From how I understood it, sounds in general can be layered, pitched, panned combined and for this particular example, can be set to play until there is another like sound to replace it.
These sounds and properties were primarily designed for gameplay mechanics i.e. entering an area within an area, combat, change in plot, etc.
The sound emitters available in the Toolset as far as I know can be used in various creative ways when placed within an area. (reverb cones, radius size, volumes, fade out levels, etc.
BUT, although these can be used within the Cutscene Editor, the lack of the ability to actually manipulate them (the curve editor for example is useless even though there are parameters) it seems to me that the sound emitters usable in the CS editor are there more for convenience, since many of the Cutscenes in DA:O included externally mixed soundtracks.
I noticed that there are a several categories of sounds that can be used.
The ones I'm currently interested in contain the following suffixes:
Imp (impact?) -One Shot ) -shows as a time-sized bar in the timeline
Dur (duration?) - Looped -shows as a very small dash -will continue to play passed the cutscene
Cess (cessation?)--shows as a time-sized bar in the timeline
Where it seems they play exactly what they imply.
Even a one shot, if longer than the cutscene itself will continue to play past the cutscene time and segue into gameplay until it ends. Playing a "cess" sound will *not* stop its associated "dur" sound.
I've also noticed there are sound files with the name swt which implies a switch.
My belief is, that if I could find the "turn off" switch designated for this particular looped sound, (that would perhaps cancel the sound out when applied to gameplay?) I would place it and case closed. I just don't know what that switch is, or if it even exists as a usable sound "emitter"
With regards to your suggestion of placing another event in the timeline, sound emitters are treated as VFX or placeables. They can be linked to actors and such, but I cannot place another instance on the same track unfortunately.
I'm hoping to
a: Try and avoid leaving the Cutscene editor (scripting) in order to perform this task.
b: Try to figure out if there is a "cancellation" emitter in existence, just in case using sound emitters in the CS editor isn't just an added convenience.
The only other solution would most likely be to reference the sound in the script that plays the Cutscene, and ...ceasing it with either a command, or applying a "silence" if that exists. *or* create an external soundtrack, mixed externally and imported through FMOD as a oneshot mix which translates as a custom sound emitter playing a stereo (in this case) mix.
Modifié par DahliaLynn, 16 février 2011 - 11:13 .