Something that has been discussed before but that I would like to repeat is the need to assign probabilities to sounds. Both in terms of weighting the likelyhood of a sound to play in a sound definition and also just a flat triggering percentage. Sometimes we would like to say: play this sound 38% of the time when it is triggered but don’t play it every time.
Also a useful feature (that could be used for the above) is to have a random parameter. That is a parameter that is assigned a random value when the event is triggered insted of 0. This could be used for all sorts of cool stuff actually. Sounds like it might be easy to implement too
- stephenmccaul asked 12 years ago
We are using the null sound hack. It works…
And yes that is what I would say.
What I can do is have a custom parameter in the event and just always check it if its there and if so set the parameter specified to random.
This is something our sound guys would use a lot and seems like a generally useful feature which is why I suggested it be included. It is a more general replacement for things like random volume and random pitch since now these (and other randomizations) could be controlled via the event editor.
less code, more data, more sound designer control, less programmer hassle
of course somehow this translates into hassle for you all..
- stephenmccaul answered 12 years ago
This is something I would like as well.
When using a ‘don’t play’ entry in a pool of (say) ten wavs, you have to reduce the probability of each of those ten wavs playing, rather than simply increasing the probability of the ‘don’t play’ entry. They can’t be multi-edited. This makes for slow workflow.
- PeteWard answered 9 years ago
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