Is there a way to turn down the sound on a sound set.
Specifically I have a somewhat unsavory bar in which the patrons are baiting wolverines. The sound of the animals combat permeates the whole level. I don't want it to.
I can give them no soundset and use a placed sound (that may suit me as I will also place a quieter version upstairs directly over the bar) but I wondered if the volume can be turned down on an instance?
Also, for the animal lovers out there, the PC does have the option to try to stop the baiting ... of course you might start a fight in process.
Cheers,
PJ
Animal/monster sounds
Débuté par
PJ156
, nov. 27 2011 01:55
#1
Posté 27 novembre 2011 - 01:55
#2
Posté 27 novembre 2011 - 03:33
I think the sound problem comes from the relative precedence of different sounds, with creature noises outranking ambient noises. You can make the other noises in the area have a higher precedence, which would cause them to occasionally drown out the animal noises.
Use a placed sfx would work too, though. You could set a sfx loaded with the whole voice set as a single-shot random, and then play it from a custom on-physically-attacked script on the animals.
Use a placed sfx would work too, though. You could set a sfx loaded with the whole voice set as a single-shot random, and then play it from a custom on-physically-attacked script on the animals.
#3
Posté 27 novembre 2011 - 04:51
Thanks LotRS
That's an interesting idea, and within my skill set
.;
I was simply going to have the sound play but your solution is far more elegant. I will put the script in the on_damaged slot as you suggest.
PJ
That's an interesting idea, and within my skill set
I was simply going to have the sound play but your solution is far more elegant. I will put the script in the on_damaged slot as you suggest.
PJ
#4
Posté 28 novembre 2011 - 01:25
Building on LotRS idea you can could either create a separate sound item or use the same sound object. And play more taunting vs for the bar patrons instead of the attack vs. You could have it so it fires with hit or just have a random sound fire at an interval separate from the animation (random taunt or animal pain), depending on your setup. By having a trigger turn it on and off the sound object you can better control the volume, distance its heard from and memory usage.
Modifié par Shaughn78, 28 novembre 2011 - 01:26 .
#5
Posté 28 novembre 2011 - 07:28
That's a good idea too. I will be putting in some of the ambients tonight.
I got the script running and that works well. I was going to go with cheering but I have not checked out the sound options yet.
PJ
I got the script running and that works well. I was going to go with cheering but I have not checked out the sound options yet.
PJ





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