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ok this will be again a weird and longer post, but I hope its worth to read and help it the Designer tool at the end.

Lets think of a chain gun with a barrel turning and a fire sound. There is a paramter RPM and when it hits 500 the firing sound on the second layer sets in.

[code:3uk2inxi]
Param: RPM
[—- barrel sound —————————–]
[— fire sound ——]
[/code:3uk2inxi]

Obviously the range of the fire sound match the RPM parameter value where it would set it.

Now lets add a 2nd parameter called AMMO that triggers if the weapon can fire or generates emptry click sounds. Although it is a float think of it as boolean so it jumps only from 0 to 1 and vice versa.

[code:3uk2inxi]
Param: RPM |
Param: AMMO |
[—- barrel sound —————————–]
[— fire sound ——]
[—— empty fire ——]
[/code:3uk2inxi]

There you see the problem. When you use the sound range technique to activate sounds (and to optimize buffer use I guess) the range is interpreted on ALL parameters. The empty fire will now play even the RPM value has not reached.

To solve this you have to do it like this:
~ means adding a volume curve to AMMO parameter and mute it there

[code:3uk2inxi]
Param: RPM |
Param: AMMO |
[—- barrel sound —————————–]
[~~~~~~~~~~~~~~~~~~~~— fire sound ————]
[– empty fire ——~~~~~~~~~~~~~~~~~~~~~~~~~~~]
[/code:3uk2inxi]

That means we need volume curves for every combination of parameters. We misuse a spline curve to create a steep 0 to 1 volume switch. Use of the sound range is helpless in most cases with slightly complex sounds.

I would sugest to specify the range of a sound depending on the active parameter, but this can be not so easy to see.
Or we just live with full use of the layer but get easier tools to activate/mute sounds than creating points to create a step in a spline curve. Also point properties would be helpful to place them numerically to a value (e.g. the RPM 500). Also exactly hitting the line to create point and then moving it is a burden.

Did others of this board ran into the same problem already ?

Best Regards

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Hey, this actually worked 😀

That layer property option was a bit hidden, thanks for pointing that out to us.
Empty and normal firing sound are in one layer, and in RPM a volume curve has to be added so the firing layer gets full volume at 500.

Still the graphical representation is weird.

You see the volume curve of RPM being at 0 where the empty-fire range block was defined, but still you can hear it, because it the other layer that controls the sound.

I have no idea how to emphasis the different controls on layers so you can see and understand directly, it takes a while to see beyond the curves and block ranges.

Thanks for the help though.

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