Sounds play in cutscene editor, not in game
#1
Posté 29 juillet 2012 - 12:54
I'm hardly a cutscene guru compared to some people around here, so any help would be appreciated.
#2
Posté 29 juillet 2012 - 03:35
Placed sound emitter volume is also affected by its proximity to the active camera. Have you placed the sounds near your cams?
Are you using a module separate from Single Player? (If so, could be you may need to export these sounds though I'm not entirely sure.)
I also recall reading somewhere that only core resource sounds play as opposed to SP, but I haven't tested this myself.
#3
Posté 29 juillet 2012 - 04:16
The sounds are fairly close to the camera (on the floor, but only a few "feet" away), although I could move them closer just to make sure.
I don't think it's necessary or even possible to export sounds. Even if it was, all it'd do is export them to the main packages\\core\\override directory, which is pointless.
I'm not sure how you differentiate "core" from "single player" sounds, as they certainly aren't organised as such. But, none of the sounds I'm using are custom, they're all ones included with the game (just weapon swishes, impacts, etc.).
Thanks for your reply!
Modifié par sea-, 29 juillet 2012 - 04:16 .
#4
Posté 29 juillet 2012 - 05:18
If otherwise - maybe the SP related sounds show up in the palette but still have to be exported?
The sounds you have mentioned - weapon swishes, impact sounds - are included in the core resources.
No single sound placed on the timeline is audible in-game? Sounds really odd.
As you have never encountered this problem before and as I suppose some of your custom levels are of a high complexity (have seen some pics) I would recommend a quick test. What happens if you map the cutscene to another area?
Related to the problem of not playing sounds associated to animations in custom exterior levels we got once a hint from Bioware that it could be an memory issue.
#5
Posté 29 juillet 2012 - 06:01
Although... for preview purposes, I selected the same area the events play out in using the cutscene editor. Could that be a problem?
Modifié par sea-, 29 juillet 2012 - 06:02 .
#6
Posté 29 juillet 2012 - 06:44
It was only an idea.. No, than it is very unlikely.sea- wrote...
Hmm. I've never come across this before, no. I doubt this is a memory issue because the level I'm playing the cutscene in is quite small.
Sorry, I am not certain that I got exactly what you mean. Anyway, I would say that it should not be a problem.Although... for preview purposes, I selected the same area the events play out in using the cutscene editor. Could that be a problem?
#7
Posté 29 juillet 2012 - 06:46
#8
Posté 29 juillet 2012 - 08:08
#9
Posté 29 juillet 2012 - 08:21
I mean that I specified the area the cutscene takes place in. I've heard that this causes the cutscene to *only* ever play in that area, and thought it might be causing problems, even though in-game it does play in that area... no effect changing it, though.Yara Cousland wrote...
Sorry, I am not certain that I got exactly what you mean. Anyway, I would say that it should not be a problem.
Unfortunately, no. Sounded promising at first, though, as those kinds of little mistakes tend to happen.DahliaLynn wrote...
Ohhh wait...did you set "Play sound events" to true? (I was guilty of that shameful error myself recently)
Thanks for the feedback so far. Appreciate the help in narrowing stuff down.
#10
Posté 12 août 2012 - 12:04
I'm creating a conversation between characters within a cutscene using only existing dialogue. In the editor, the conversation plays perfectly and all the sound is equally audible, however in game several of the speak lines are only the barest whisper, though the dialogue shows up in the subtitles just fine.
The only pattern I've noticed is that the dialogue that doesn't work tends to come from soundsets starting "ss_". So for example there's never any problem using speak lines from soundset "bhm100_jowan" but dialogue picked from "ss_jowan" will sometimes be audible and sometimes not.
Whether the dialogue is audible or not doesn't depend on the character speaking, as sometimes I'll have several speaklines in a row all from the same soundset, and half of them will be audible and half not.
Any ideas would be appreciated.
#11
Posté 12 août 2012 - 01:38
Maybe it is a conversion flaw. I am not sure if I have heared any of these lines before in game.
Modifié par Yara Cousland, 12 août 2012 - 01:44 .
#12
Posté 12 août 2012 - 03:16
I would try what Yara suggested, and create a new conversation, or insert these lines into an existing one, generate new VO and Facefx for those lines.
The only question really, is how to access the audio from those lines in order to create new wav files in accordance with the new string ids. I'm sure with more investigation that can be achieved as well, either by recording them manually, or extracting the soundset fsb file.
Modifié par DahliaLynn, 12 août 2012 - 03:20 .
#13
Posté 12 août 2012 - 04:15
#14
Posté 12 août 2012 - 05:51
What makes it really random is sometimes the dialogue line will work when attached to one character but not another. On the plus side, this has enabled a fix.
Basically, I duplicate the speaklines with another character (whose face isn't shown on camera at the time of speaking) so that the two characters are saying the same line at the exact same time. In the editor, you'll get a slight echo because you here them both speak, but because in game it's only working for one of the characters you get the proper audio. Leavings the speakline on the character who I want to be talking, I still get the proper mouth movement, even though I'm getting the audio from a second off-camera character.
So yeah, put the speakline on the intended character gets the mouth movement; the speakline on a second character off camera gets the audio. Doesn't solve why this problem sometimes happens in the first place, but at least it's a workaround.
Thanks again for the help.
Modifié par Firinneach, 12 août 2012 - 05:54 .





Retour en haut







