Has anyone truly figured out sounds re cutscenes?
#1
Posté 27 mai 2011 - 02:14
Will one or more sounds cancel out others?
For example in a cutscene I have a water splash, works perfectly in editor does not play in game, in the same cutscene I have a placed sound for a fireplace, does not work in editor but works in game.
#2
Posté 27 mai 2011 - 02:19
I do know that sounds have additional parameters that they come "coded" with from the original designer, through FMOD.
That setting would be the "ducking" setting which determines the dominance of that sound over others. A compressor so to speak. That's about all I know regarding possible reasons this may be happening with regards to your cancellation question.
Once in game, those settings take effect. Don't know much more though
Edit: Is that fireplace sound a "dur" sound that looks like a blip in the editor?
Modifié par DahliaLynn, 27 mai 2011 - 02:22 .
#3
Posté 27 mai 2011 - 02:59
The water one is sfx_splash1_sgl, always works in editor never works in game.
I wonder if the method of export makes a difference? In a previous cutscene thing did not all work so i did a full export, then it appeared that most sounds worked. However that was with the module onluy using limited sounds on the palette, once i use the single player game paletter a full export take forever and ever.
Edit: So now the fire sound works in editor but not in game, the exact opposite of what it was doing before. Good thing I already shave my head or i'd be pulling out hair.
Modifié par Beerfish, 27 mai 2011 - 03:05 .
#4
Posté 27 mai 2011 - 07:17
Also, basically I've found that most of the available sound effects in general weren't meant to be used in the CS editor but rather to be placed in areas as sound emitters, or used associated with actual gameplay. (like in animation event associations in blendtrees)
That's why I had that loop problem I posted in the other thread. I'm assuming that there are scripts that turn them off and on based on what you do/where you go in game in addition to their parameter settings.
This is all assumption of course, but it seems to stand true for the most part. Having them in the CS editor is probably a bonus, as many of the cutscenes in the game have prerecorded one-shot external sound mixes.
Edit: regarding the hairpulling phenomenon, just to give you an example, I've decided to place actual footsteps (say around 20 sound emitter speakers) for one sequence, as well as every other armor movement sweeteners for the basics. With at least 30 added tracks for each sound which are only the basics, I came to the conclusion that if I want my scene to sound right, ill have to record (capture) the base sounds externally, adding whatever other sound effects I can find from some library, create a mix, go through fmod, and sync it correctly in the CS as a one shot mix. The CS editor simply doesn't have enough available reliable sound effects to create the realism I'm looking for.
Modifié par DahliaLynn, 27 mai 2011 - 07:29 .
#5
Posté 27 mai 2011 - 01:48
Yes....the footsteps, another thing I have no idea the use for since they all seem to be one single step. Oh well I'll have to hope the sheer awesomeness of the cutscene makes people not look at the raging cooking fire and wonder why it is magically silent.
I think using custom sounds via FMod is probably a good way to go for some things. (Fmod scares me.)
#6
Posté 27 mai 2011 - 02:45
You can repeat that one in separate tracks depending on your camera proximity and it should do a nice job
Just yesterday I was speaking to someone about similar issues and sent him the following *easy* guide to FMOD link for adding in this case your own sound effects:
http://social.biowar...ic_to_cutscenes
Go to the section where it says "another way"
Once you have completed your "build" move the newly created *.fsb and *.fev files to your mod override folders and it will show up in the toolset after restart
After he used it he told me it was WAY easier than he thought
Modifié par DahliaLynn, 27 mai 2011 - 02:46 .
#7
Posté 27 mai 2011 - 10:31
Oh well, silent fire it is!
#8
Posté 27 mai 2011 - 10:46
According to what I've learned through Sunjammer and the sound discussions, Sounds in the game will only be heard if you trigger the cutscene via area placed trigger. Scripted Areaload will not play sounds. Also are you using a custom area? Perhaps you need to set reverb volumes and stuff there as well to enable sounds in the area. (Though I haven't really experimented much with enabling them and their affect on Cutscenes.)
Also, try using an SP area temporarily and see your results.
Modifié par DahliaLynn, 27 mai 2011 - 10:47 .
#9
Posté 27 mai 2011 - 11:57
DahliaLynn wrote...
woah woah! that makes no sense.....!! Have you enabled sounds in the CS editor? I know it's rudimentary, but sometimes I totally forget.
According to what I've learned through Sunjammer and the sound discussions, Sounds in the game will only be heard if you trigger the cutscene via area placed trigger. Scripted Areaload will not play sounds. Also are you using a custom area? Perhaps you need to set reverb volumes and stuff there as well to enable sounds in the area. (Though I haven't really experimented much with enabling them and their affect on Cutscenes.)
Also, try using an SP area temporarily and see your results.
What do you mean by enable sounds in the editor do you mean 'Play dound events = true'? That is set to true.
Also most of the other sounds do work. Actually all the sounds in the editor are working, the water sound and the fire sound are not working in game. The cutscene for testing is triggered via a trigger. Yes it is a custom area.
I have a few dog barks and dog whine, works
The foot sounds work from the area
I have two items fall to the stone floor. works
Water splash sound does not work.
Have laughing sounds, works.
dog eating, works
Dog bark again, works
Fire does not work.
#10
Posté 28 mai 2011 - 01:15
The stuff that has always worked for me so far are the one shots. (imp cess and the one shots)
I'm sort of stumped about this as you are, so only thing I can say is before giving up I would try experimenting by using the same cutscene in an SP area (by just switching areas temporarily of course) and check out the results since that is the only difference based on what you've mentioned. At least this may narrow down the possible reasons why the fire isn't working.
One last thing. You are most likely aware of this, but I'd like to mention for the record, that if the active camera is far from the scene using a low field of view, even though the visible realm is in "Close Up" it will not get the sounds since it needs to be physically close to the sound emitter. (I know you know this but for anyone reading this it may help in the future)
Edit: Oh and very last thing! theoretically, if you place an emitter near a lake which has its water sounds from the area, it could be the area sounds are overriding if they are near your placed emitter. But this is just a guess.
Modifié par DahliaLynn, 28 mai 2011 - 01:21 .
#11
Posté 28 mai 2011 - 01:31
#12
Posté 28 mai 2011 - 01:36
Since I'm not the kind of person who would give up easily the last breath of hope would be A:pray to the toolset gods, B: delete all sounds aside from those which do not work to see if it may be an overriding/cancelling problem.
Edit again:
I'm going to elaborate on this. When sounds actually work in the cutscene editor, but not in game, that means that something in the gameplay mechanics is changing or overriding the cutscene sound settings. For me that could only mean the area, or script since that is what triggers sound events to occur in game, but do not affect the CS editor in the toolset.
If you are able to solve this issue I'd really be curious as to the cause. There isn't enough info on sounds and The CS editor out there unfortunately, so sadly it's all about trial and error. Sorry I couldn't help more:(
Modifié par DahliaLynn, 28 mai 2011 - 01:53 .
#13
Posté 05 juin 2011 - 08:45
I'm experiencing the same problem
I'm using a custom area, too, and I was wondering what you meant by the "reverb"-volume and the area properties. Where can I set that?
#14
Posté 05 juin 2011 - 09:06





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