So I set up a cinimatic for my dragon to make his grand entrance. So I set up some custom camera angles. In the conversation I have the dragon set to do the taunt animation and set the sound to dragon_roar_cave. The animation look great but the sound doesn't play (or perhaps it's simply too quiet to hear). Not sure why that whould be. Is there a setting I'm missing here?
Making the Dragon Roar
Débuté par
Shaun the Crazy One
, févr. 12 2012 01:10
#1
Posté 12 février 2012 - 01:10
#2
Posté 12 février 2012 - 01:13
I have had lots of problems with calling sounds directly from convo's, so I make custom sound objects and then turn them on from the conversation. I think you can make them play just one time in the sound object properties.
#3
Posté 12 février 2012 - 01:34
M. Rieder wrote...
I have had lots of problems with calling sounds directly from convo's, so I make custom sound objects and then turn them on from the conversation. I think you can make them play just one time in the sound object properties.
Yea, don’t even bother with the conv approach. Just paint a sound object down, make sure it’s turned off. Check continues and looping to false also range to global . (sounds best in a conv, global) Put ga_play_object_sound in your conv and if you want you can have a ga_destoy_object at the end of your conv to clean up the clutter.
#4
Posté 12 février 2012 - 02:52
Yep, that will work. The real question, I believe, is how to make the dragon break wind. There must be a good tail swipe animation for that...
#5
Posté 12 février 2012 - 02:56
...or you could use the wing buffet effect.
#6
Posté 12 février 2012 - 04:05
So I played around with it a bit. Stick in a VO from the campaign and it works fine, put in an ambient sound and it run the conversation as if there was a sound showing the text for the duration of the sound but doesn't actually play the sound. Very Strange...
#7
Posté 13 février 2012 - 07:49
Hard to follow exactly what you did. Are you using a placed sound object and then calling the ga_play_sound_object() (or something like that) script? Or are you doing something different?
#8
Posté 13 février 2012 - 11:43
I'm working with the sound node in the conversation. If I put a voice over from the OC or a recorded wave file from my override in there, it works fine. But ambient sounds for some reason don't work. I have to assume that certain sounds are just marked as being for sound objects only.
Modifié par Shaun the Crazy One, 14 février 2012 - 09:45 .
#9
Posté 14 février 2012 - 07:30
Yeah, I had the same issue. I tried putting some other sounds in the sound part of the node and they didn't work. The only success I've ever had with coordinating sounds with dialogue is creating a new sound object blueprint with the ambient sound I want, setting it to a fire once, then calling it via ga script in the node where I want it. It works, though.
It may have to do with the format the sound is saved in. I know that NWN2 uses different formats for different types of audio.
It may have to do with the format the sound is saved in. I know that NWN2 uses different formats for different types of audio.
#10
Posté 14 février 2012 - 10:08
I frequently use custom scripts to have creatures play their own sounds via the PlaySound() function, rather than rely on the dodgy conversation node, or having to place down or spawn sound objects. You generally have to ClearAllActions first, then use AssignCommand to assign the function to the creature in question. If you're close enough to talk to a creature, then you're generally close enough to hear sounds played directly from them.
#11
Posté 18 février 2012 - 12:51
M. Rieder wrote...
Yep, that will work. The real question, I believe, is how to make the dragon break wind. There must be a good tail swipe animation for that...
fx_bbeetle_ac_cone ...
#12
Posté 24 février 2012 - 03:22
So I tried using ga_play_sound I got nothing, I tried creating a sound object and playing it using ga_play_object_sound and it cause the game to crash. I tried changing to a different Dragon sound and still I get nothing. At this point I'm out of ideas. Anyone else know how to make a dragon roar?
#13
Posté 24 février 2012 - 04:36
Shaun the Crazy One wrote...
Anyone else know how to make a dragon roar?
Don't cook it.
I wouldn't be using any of the existing ga_ conversation scripts. I'd be writing a new script that assigns the PlaySound function to the target creature via AssignCommand (if that's not what the ga_ script is already doing).
#14
Posté 24 février 2012 - 04:45
I'd use a placed SFX and SoundObjectPlay.
#15
Posté 25 février 2012 - 03:42
make a new script, and copy and paste the following:
______________________________________________________________
void main(string sSound)
{
PlaySound(sSound);
}
_____________________________________
Compile it, then put it in a conversation and then enter the string of the sound you want to play.
______________________________________________________________
void main(string sSound)
{
PlaySound(sSound);
}
_____________________________________
Compile it, then put it in a conversation and then enter the string of the sound you want to play.
#16
Posté 25 février 2012 - 03:56
Just got it to work with a custom script. I'm a bit shocked about how much work around was required, but at least the cinematic looks good. Thanks all.
#17
Posté 25 février 2012 - 04:05
Sometimes I sit down at the toolset do to one thing and think, "this will take a few minutes." A week later I get it working.
#18
Posté 12 mars 2012 - 03:09
I'm so glad its not just me that happens to :-)
Cly.
Cly.





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