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Duration Sounds -How to cease?


3 réponses à ce sujet

#1
DahliaLynn

DahliaLynn
  • Members
  • 1 387 messages
I've placed the following sound switch in the CS editor

fxa_sum_fad_p_dur_n

The sound appears not to have a cessation point. (As all "dur" sounds don't which makes sense since they are set to loop)  Is there anyone who knows what I need to do to stop it from playing at any given point? Is there a switch that I can insert that will apply to looped sounds?

Modifié par DahliaLynn, 14 février 2011 - 06:18 .


#2
John Epler

John Epler
  • BioWare Employees
  • 3 390 messages
There's a Stop Sound event we use in DA2 for this purpose - unfortunately, we switched our audio system so it no longer really applies.



I'm going to get the DA:O toolset installed at home and I'll let you know what I find. Never did a ton of audio work in the original toolset but hey, at least I can pretend I'm being helpful ;)

#3
John Epler

John Epler
  • BioWare Employees
  • 3 390 messages

Eshme wrote...

*wipes eyes* ..

its its Bioware in the Modding forums!


I read them quite a bit! I just tend not to post anything unless I have something to post. Too many broken promises when I swore I'd get some guides up here. I've learned that life and work can get out of hand and one should never say 'HEY GUYS I'VE GOT THIS THING ABOUT TO COME YOUR WAY' unless you do, in fact, have that thing ready.

#4
John Epler

John Epler
  • BioWare Employees
  • 3 390 messages
Hey guys. So, some less-than-great news, unfortunately. Got this from the Technical Audio Lead today -

'If I recall correctly, looping sounds in FMOD need to be stopped via code, not content 

This was another reason we switched to Wwise. Wish I could be more help, but unless they get programming support they won’t be able to stop that bad boy!'

Thought I'd pass it along, as the bearer of bad news.