I have this cutscene, and I have a sound that starts in the beginning (by adding the sound object to the cutscene timeline). The problem is, it goes on forever, even when the cutscene is over. How can I stop the sound at either the end of the cutscene, or after the cutscene?
Thanks.
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Stopping A Sound In Cutscene
Erstellt von
Challseus
, Okt 29 2012 04:21
#1
Geschrieben 29 Oktober 2012 - 04:21
#2
Geschrieben 29 Oktober 2012 - 06:44
hi!
what comes on my mind is something like find sound object in area with tag of your sound and stop him with cutscene end script, or trigger..
#include "utility_h"
void main()
{
object oSE = GetObjectByTag("rumble_up"); //Tag of sound object in area
if (IsObjectValid(oSE) {
StopSoundObject(oSE);
}
}
hth..
what comes on my mind is something like find sound object in area with tag of your sound and stop him with cutscene end script, or trigger..
#include "utility_h"
void main()
{
object oSE = GetObjectByTag("rumble_up"); //Tag of sound object in area
if (IsObjectValid(oSE) {
StopSoundObject(oSE);
}
}
hth..
Bearbeitet von dr.drummie, 29 Oktober 2012 - 07:51 .
#3
Geschrieben 29 Oktober 2012 - 06:41
Ah, right. So, the sound object is embedded in the cutscene, not the area itself. So there will be no sound object to stop, so to speak (not in the area, anyway).
#4
Geschrieben 29 Oktober 2012 - 10:53
you're right, i didn't realize that sound is not an object like creature or placeable..
but i tried to put sound in cutscene and it disappeared soon as cutscene ended.. another workaround maybe to put sound in area near cutscene, trigger it when it starts and turn it off when it ends? of course it would not be perfect for every type of cutscene, but maybe is doable..
but i tried to put sound in cutscene and it disappeared soon as cutscene ended.. another workaround maybe to put sound in area near cutscene, trigger it when it starts and turn it off when it ends? of course it would not be perfect for every type of cutscene, but maybe is doable..
#5
Geschrieben 30 Oktober 2012 - 10:01
You may be using one of the ambient loop sounds. Those sounds will loop beyond the cutscene (in this case until you restart the game) until "told" to stop as opposed to being "one shot" sounds. I don't believe these types of sound objects were meant to be used in cutscenes but rather in areas.
Edit: More details in another post
Edit2: An earlier post describing the same issue, with answers from BioWare.
Edit: More details in another post
Edit2: An earlier post describing the same issue, with answers from BioWare.
Bearbeitet von DahliaLynn, 30 Oktober 2012 - 10:11 .
#6
Geschrieben 31 Oktober 2012 - 12:07
I have a cutscene that uses the joining music, but the music lasts longer than my cutscene and so plays even after the cutscene ends. I use the bit of script below in my end cutscene script. It appears to work.
CS_CutsceneEnd();
StopSound("pre100cs_joining_ritual/pre100cs_joining_ritual/pre100cs_joining_ritual");
CS_CutsceneEnd();
StopSound("pre100cs_joining_ritual/pre100cs_joining_ritual/pre100cs_joining_ritual");
Bearbeitet von satans_karma, 31 Oktober 2012 - 12:09 .
#7
Geschrieben 31 Oktober 2012 - 05:26
just as observation, this is from wiki how-tos:
"The way we have been doing the music changes is via placed sound objects. These sound objects are generally created in FMOD, and in FMOD you can say if the music will persist after the cutscene or end when the cutscene ends."
"The way we have been doing the music changes is via placed sound objects. These sound objects are generally created in FMOD, and in FMOD you can say if the music will persist after the cutscene or end when the cutscene ends."
#8
Geschrieben 31 Oktober 2012 - 10:00
Thanks for all the links/responses, guys! I'm going to look them over and see what the best solution is.
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