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Sounds play in cutscene editor, not in game


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#1
sea-

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I have cutscenes that I use in dialogue sequences for certain actions, i.e. a character attacking something or casting a spell. However, while sound effects placed on the timeline play fine in the editor, when I try watching the given scene in-game, the sounds simply don't play. I've never encountered this problem before, and I have no idea what might be causing it. I thought it might be too many simultaneous sounds, but that doesn't seem to be a problem as even removing several of them doesn't fix things.

I'm hardly a cutscene guru compared to some people around here, so any help would be appreciated.

#2
DahliaLynn

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Odd.
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
sea-

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This is in a custom module of mine, yes.

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
Yara C.

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Regarding "core" and "single player sounds" - there are some sounds related to cutscenes and conversations of the "single player" (e.g. murder knife) which had not been available for selection until I had copied the fsb files into the override folder of my custom module. The SP is not included in my module hierarchy.

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
sea-

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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.

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
Yara C.

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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.

It was only an idea.. No, than it is very unlikely.

Although... for preview purposes, I selected the same area the events play out in using the cutscene editor. Could that be a problem?

Sorry, I am not certain that I got exactly what you mean. Anyway, I would say that it should not be a problem.

#7
DahliaLynn

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Ohhh wait...did you set "Play sound events" to true? (I was guilty of that shameful error myself recently)

#8
Yara C.

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LoL, I didn´t dare to assume something like this. But it is always worth to clarify the basic settings. :)

#9
sea-

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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.

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.

DahliaLynn wrote...

Ohhh wait...did you set "Play sound events" to true? (I was guilty of that shameful error myself recently)

Unfortunately, no. Sounded promising at first, though, as those kinds of little mistakes tend to happen.

Thanks for the feedback so far. Appreciate the help in narrowing stuff down.

#10
Firinneach

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I'm having a related problem so thought I'd try my luck.

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
Yara C.

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I can´t offer an explanation. Yes, it happens with some speak lines of soundsets. My workaround was to create custom lines with new String IDs. Then those lines will become audible.
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
DahliaLynn

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I've experienced this issue on occasion. If I recall correctly, initially they did work in the cutscene editor, and at some point they stopped. After attempting to export the lines themselves it still didn't work. Since the game has special instructions on how to handle soundsets during live gameplay, they may be interfering with how the engine reacts to its use in a cutscene.

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
Yara C.

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Oh? I have never experienced that the lines in question worked initially in the cutscene editor. Anyway, they can be extracted easily from the soundset fsb file.

#14
Firinneach

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Thanks for the responses. The annoying part is it truly seems random which dialogue lines work in the editor but then don't have the proper audio in game.

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 .