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Placed sounds.


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#1
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Whilst I was nosing around in somebody else's module ( cheating ) I noticed all these dotted purple circles and discovered to my surprise they were sounds ! Then discovered the sounds button in the items area and realised where they came from ! So inspired by this I made a wood and stuck in some howling wolf noises but they don't work when I stroll around !

So my question is how do you get the wolves to howl everytime you walk through the area covered by the dotted circles, what should I set the properties to and have I completely missed something about doing this ( all I did was put down the megaphone thing all over the place )?

Thank you.. Tsongo.

#2
Shaughn78

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If you have started playing a module any changes made to won't show up without restarting it. You could put that area in the override but it would be like you were entering that area for the first time.

As for the settings only 1 sound object would be needed. You have 2 choices for large area noise. The first and easiest is to uncheck positional, now it will sound everywhere instead of within the blue orb. Or you can increase the maximum range, the size of the blue orb. The minimum range is how close to the center you need to be to hear it full volume. With the larger range if you check off random position and set your X and Y distance you will have the sound play rrandomly within the blue orb.

#3
Jezla

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Did you hear the sounds in the toolset when you placed them? If you move the toolset camera to within the purple sphere, you should hear the sound. There are a variety of properties that you can adjust, such as volume, continous, looping, randomness, interval, positional, and others.

Continuous, looping, and interval deal with how often and frequently the sound plays. Positional determines if the sound is heard only where it is placed or in the whole area (or in a random area a certain range from the sounds position.

I have noticed that some sounds do not play in the toolset; I think this is because the sound files are missing from the proper folder.

In your particular case, I would set the sound to continous, non-looping, with a fairly short interval (say 10000 milliseconds, with a variation of 2-3000), randomness to true (this will allow the sound object to randomly pick from it's sound list, so you don't have the same exact sound playing repeatedly). Check ti as positional with a random position, and a position variance of 10 or so. You can also set the priority so that it will not be overidden by other sounds in the area.

A final thing to check would be your in-game audio settings. Perhaps you've got your music volume set so loud it drowns out the placed sounds.

#4
Lugaid of the Red Stripes

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I usually set ambient sounds (like grass and leaf rustles) to active, continuous, and with an interval of between 1500-2500, with in interval variation of 500-1000.

If you're not hearing the sound, it could be because it just wasn't playing for the second you walked through the circle. A 10000 interval, for a short, 1-second sound, means it's not playing 9 seconds out of ten. The other possibility is that it's just too soft. Sounds are at their max at the center, and then get quieter at the edge. There's actually two blue orbs for each sound, a min/outer range and a max/inner range. Setting the max/inner range to 2.0 or maybe a little more ensures that the PC doesn't have to stand right on the sound to get the full volume (actually, I think the position of the camera is what matters, not the PC).

Any-way, you might want to make something like a wolf howl non-positional, as they could be heard from miles away. If you set the sound to one-shot, you can re-play the sound by using the function SoundObjectPlay in a script, like with a trigger-on-enter or at the start of an encounter.

#5
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Thank you everybody, guess there's a bit more to these sounds than meets the eye ! By the sounds of it I was running through when they'd already happened so I'll have a bit of a fiddle around later and hopefully there'll be some howling happening. There wasn't really much of a purpose to me doing it, just that it was there and I wondered how.

Shaughn78.. It was the starting area in a town without anything for the poor forgotten monks in the market, so rather than use the console and have to write down resrefs from the toolset I just hacked straight into the shops instead and upgraded their supplies !

Once again many thanks.. Tsongo..

#6
Shallina

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You can use a trigger around the sound that will make the sound run if you cross the trigger,

#7
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Excellent, I have howls now sort of a combination of everybody's suggestions but turning off positional really made it kick in ( made my daughter jump up and wonder where the howling was coming from ) !

Shalina.. I like the trigger idea and will have an experiment later.

Shaughn78... Completely off topic but I wish I'd asked this earlier as changing areas mid game and sticking them in your override is a brilliant idea and would make testing while building so much easier. Just save before the transition and off you go, test and change as often as you like from the same point ! You could have saved me hours of equipment loading of PC's ( from companions ) before export, conversations from strange pixies to restart the party and set up journals and Ints, giving back equipment and then still finding out I forgot something ! Perfect for one way trip modules testing area by area..

Back to the howls now.. Tsongo.

#8
PJ156

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Switching off positional is going to make the howls area wide, which is fine if that is what you want. Otherwise switch on postional and set the minimum and maximium distance. You will then only hear them as you approach and while you are in the area of the souns. it will intensify as you approach the centre. the purple dome will indicate the area in which you will hear the sound.

PJ

#9
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PJ156.. Thank you, I'm sticking with the area wide howling. As the red stiped one said, wolves can be heard for miles and it does seem to make more sense. My main problem now is the addictive nature of the toolset as I've even stuck in a couple of wolves to bash, altered the lighting and put in an ogre camp and this was supposed to be just me wondering how they worked never having used them !

#10
M. Rieder

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Based on this question, can I safely assume that you are building yet another excellent campaign?

#11
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M. Reider.. Not at the moment but I wont deny it I am very tempted, I actually find the toolset quite relaxing and sort of miss it. I've been busy playing some of the games I missed whilst modding ( Fallout, Dragon Age & The Witcher ) and some of my even older ones. Then I returned to NWN2 ( as you do ) to play some modules and got sucked back into the toolset by my own curiosity. But that's how Serene started with me wondering how the toolset worked so who knows !

#12
John McA

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This reply is really old, but I thought it might be useful to someone searching for answers about placeable sounds.

After years of fumbling around, I finally got around to testing placeable sounds, specifically why randomly placed sounds never were audible in anything but the smallest of ranges.

Re: Sound positioning. The sound is heard from the PC's not the camera's location; in other words it is where the PC is not where the camera is that determines whether and how loud a positional sound is perceived. But the orientation if you have surround sound depends on the camera's orientation not the PCs orientation. In other words if a sound is behind the PC but you are looking at the PC's front, the sound will come from the front speakers.

Re: Random positioning. The x range and y range describe radii about the specified position, not the bounds of a box as in NWN1. So the magnitudes are half that in NWN1. If you specify a random range that is greater than the radius of audibility of a positional sound, for some reason if you move out of range so that by chance the sound is not audible at all, it is never heard again from that place no matter how long you wait for random chance. If you move back towards the middle, it becomes audible again. It is almost as if the origin of the sound has to be somewhere within the radius of the audibility range from your specified centre. There is still random directionality though, ie within that radius you will perceive the origin to be at different locations.
 
So I used to have a large list of random sounds for an area, with a random location the size of the area and an average audibility range. The idea was to have all sorts of random creepy sound coming from different locations, sometimes suddenly surprising the player by seeming to be on top of them. They would repeat frequently, because chances are you might be out of range for any given playing.

Instead, what happens is you hear nothing, or maybe one sound once. 

So after this testing, I set the random sound to cover the whole desired area as before, but the audibility range of the sound (outer radius) to be huge, about 20m more than the x or y range, whichever is greater. Then I set the random repeat much less frequent. Now the random sounds work in random locations, but you will always hear each one at least a little. Nearly as good an effect.

I'm sure this is not the last word, but I never found this info anywhere else.

Maybe someone will read this message, belated though it is, or maybe es lasst sich nicht lesen...

John 

#13
John McA

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I forgot to add, for indoor areas reduce your radii by about 10%.

The toolset measures indoor areas in yards, outdoor areas in metres and all the scripts and toolset parameters in metres. Hence the subtle purpose of the abstruse-seeming YardsToMeters and MetersToYards toolset functions.

Y'all knew that already though, didn't ya?! And just didn't tell me... Some 1776 thing I presume...

John

#14
rjshae

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If you want to make a positional sound really stand out, I find it helps to set the Minimum Distance to something larger than 1. Plus you can give it a higher priority.

#15
Morbane

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Yeah, I set a sound priority to the most prominent setting (cant remember what it was tho) so that the placed sound would play even over spells etc - so far it seems to be working as intended.

#16
PJ156

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I have not played with randomising the location so thanks for the tips. I tend to locate the sound and copy paste it across the board using different timing to randomise the sound.

I know it depends on the area but I wonder how much the player actually notices ...

PJ

#17
kevL

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not sure where to start, i used to be a pro audio engineer and this is just mucky.

Thanks for the thread, I'm at least getting confident that sounds can be set properly. First note, the volumes that you have set in the Game for music & FX seem to carry over into the Toolset! (ie, i turned the volume off in Game and could no longer hear them when turned on in the toolset; turn them back up in Game, reload the toolset and they are audible again). Second, my method for setting the volume of placed effects has become ... leave the volume setting at maximum* but then use min/max distances to adjust volume -- I'm finding min distances of 1 - 20 and max distances of 20 - 200 giving good results on my system**. Thirdly, placed sounds seem more apparent to me in the toolset than the Game (greater range).


4. don't expect nice, linear fades like NwN ....
5. suggest spending half an hour playing around with the quirky audio Options in game -- they are distinctly quirky here.


* unless the sound is too harsh,
** probably less for interior areas,

#18
rjshae

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Yes there's definitely some jerkiness to some of the placed sounds, particularly the continuous looping variety. Several of the music tracks also have noticeable and sometimes even disruptive transitions. Not much we can do about it, I suppose.

#19
Dann-J

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You can get some reasonably smooth linear fades, but only if you set the maximum distance way out so that you can just hear the sound in the farthest part of the area from the sound object. Otherwise it has a tendancy to cut off suddenly as you move away from it.

I always set the minimum distance to something much greater than 1. The min distance is the point at which the sound plays at full volume, which at 1 would mean you'd have to be right on top of it. For things like small campfires with a max distance of around 20, I tend to use a min distance of 10. That way you hear the fire clearly without having to actually stand in it.