Correct, not all sounds found in the pallette can be used within the cutscene editor.
There are certain sounds that work, others that will loop and some will not play at all. Apparently, most the sound effects available weren't primarily designed for cutscene editor use, but the editor does offer it as an option for certain sound types. Since cutscenes relax all gameplay rules, most FMOD "internal instructions" such as ending a loop are not applicable in the cutscene editor. In my experience the only FMOD settings applicable are the loop/one shot choice when creating a track, and the ducking properties of the sound.
For your purposes:
The glo_fly folders will work (generally associated with creature movement, footsteps and weapon impacts)
Anything with "amb" (ambient) isn't recommended because it will loop in-game during the cutscene and continue to play until you shut down the game. The rest you'll have to experiment with.
You also need to make sure the sound emitters you place in the cutscene are in close proximity to the active camera.
If you're looking for animation associated sounds to play automatically (such as armor movements and footsteps for creatures using animations in the cutscene) best to have the creatures placed physically in the area itself, and mapped from the cutscene editor as explained previously. Keep in mind you will only hear those sounds in game (when the cutscene is triggered by a walk-in trigger in the area), not the cutscene editor preview. Also, not all animations are associated with sound events, so you'll have to experiment here as well.
My own method for sounds as I mentioned earlier is to create a custom soundtrack mix synced to the events happening in the scene. This way I don't have to depend on trial and error, and have full control of the sound mix.
To make the most out of the abundant sound assets in the game, I use the roundabout method of previewing animations in the Animation Events preview editor, record the sounds I need and create a synced mix with an external audio mixing program. (I sometimes actually play the game muting all sounds except sound effects and record those if need be).
Modifié par DahliaLynn, 11 juillet 2012 - 08:19 .