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No Music/Sound for Cutscenes! Insanity!


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7 réponses à ce sujet

#1
Lucrane

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Hey All,

So a while back I followed Cuvieronius Sound Tutorial, which was marvelously done. Had a few issues there, that I wrote about in a separate post, but for some reason a fresh insall fixed my issue, something was missing after that the tutorial worked fine.

Anyway, my issue now is again sounds but now in a different context. I am no longer having an issue adding custom sounds to an area or level, ie. main, death, combat music. That all works. What I am having issues with now is for a cutscene no sounds work, not custom, not original nothing in my module works in terms of sound in a cutscene. If I am not in a cutscene all my sounds work. Sounds work in the singleplayer game in levels and cutscenes still too.

So my question is how do I get sounds both original custom whatever, working in cutscenes in a custom module? Keep in mind that its just not music that won't play in cutscenes for my module, its also any emitter etc. Any help appreciated as I try to figure this one out.

Thanks again,

~Lucrane

Modifié par Lucrane, 09 juillet 2012 - 10:28 .


#2
Cuvieronius

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I had this very same problem also... and all I could figure out is that somehow the game cached all my sound fmod attempts and caused havoc with it. Emptying all the AppData temp folders, toolset temp folders and a reinstall seems to have fixed my problem. The sounds played fine on other peoples machines, but not mine. All fixed now, but I havent messed with sounds again since my reinstall and cleanup.

#3
DahliaLynn

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Sound in cutscenes depends on various factors.

First off, it would depend on how you actually trigger them. Triggering from a walk in trigger (in the area) would be the best way to test for sounds, initially. Triggering from an area load script does not play area sounds (unless you have added a soundtrack to the editor itself)

Secondly, if you have creatures in the cutscene editor, they must also be in the area (and appropriately mapped from the CS editor) for their animations to trigger their associated sounds.
(see issues in this thread)
http://social.biowar...0206/4#5325040

To have music play in the Cutscene, unless you want to use the default area music, you need to place the music on a track in the editor. This music must also be accessible by the module in the appropriate module override folder when playing in game. (It should also play while you preview the scene in the toolset)
More about adding custom tracks/music here:
http://social.biowar...ic_to_cutscenes

Modifié par DahliaLynn, 09 juillet 2012 - 11:21 .


#4
Lucrane

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Hmm I dunno if I want to go through another reinstall, I am not sure how I would preserve my custom module if I did that :(

Also @ Dahialynn, thanks for the response I see what you are saying. I'm looking at that guide and I've done this before I believe through Cuvieronius guide for adding custom music. I do have music playing for my custom areas in game, that have a main, death, and combat file. So music in game works fine. I can't play anything in cutscenes though no sound at all, only there does no sound work not even the single player DAO sounds.

#5
Lucrane

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Well for now, I placed a trigger in game ran the cutscene, and all the background music for the level and sounds plays during the cutscene, and the scene ends just at the right point in the music so it atcually works out fine for now. That problem is still there though no sounds in the toolset for cutscenes, and seeing as how the background sounds come through anyway... I may have just found my work around.

#6
DahliaLynn

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I wouldn't rely on the game music playing in any particular time sync if it loops in the area. Depending on when you trigger, it may start and end at a different point. If you need a certain sync I would use the second link I posted for a custom soundtrack, to be placed within the cutscene editor track itself.

For my personal needs I usually like to override the area sounds completely by adding a custom soundtrack made specifically for the events in the cutscene, and change the following setting from #duck:music,1000,0,5000,-30 to #duck:music,1000,0,4000,-60 in FMOD when building the custom track. Apparently the last two settings affect how the custom sound track is played in relation to the default area sounds.

For area sounds, the actual cutscene camera location is also important. The cameras in the cutscene need to be within the area sound emitters' radius to be heard.

Can you explain what you mean when you say there are no sounds in the toolset for cutscenes?
What exactly are you looking for?

Modifié par DahliaLynn, 10 juillet 2012 - 10:34 .


#7
Lucrane

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Hmm did not know that about the area sounds, I messed with this a little and the sounds I placed in the cutscene that did have an actual progress bar in the field could be heard. So there's that now too.

To clarify what I mean by no sounds in the toolset for cutscenes is the following. I have sounds, I also have custom music and all of that by following the tutorials. These play in my area levels just fine and show up in the sound panel just fine.

However, when I go to make a cutscene, the cutscene tutorial says that in order to get sound to play during your cutscene just drop the sound objects in the cutscene like you would an area or any other object in a cutscene. So I do that, but very few of the sounds actually do anything. I expand them in the progress bar and usually if anything is there its a small gray progress bar that plays no sound.

There are some, very few however, that the progress bar is more than just a tiny sliver and sound does play. No sound that is actually music has anything bigger than a sliver. Hope that makes more sense.

#8
DahliaLynn

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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 .