0
0

(moving this from the EX forum)

With version 1.07.09, sound definition repeat min and max are now a single parameter called spawn intensity (expected number of spawns per second)

1) Is there any timing randomization implemented into sound definition spawn intensity? I can hear some, but it is not clear what the range of random timing is for any given spawn intensity value. For example, if I have previously used a repeat time min 45000 ms and max 50000 ms to specify a 5 second range of random timing at least 45 seconds after the last play time, how much range of random timing would there be around a spawn intensity of .021?

2) How does the new spawn intensity preserve a tunable range of randomness for sound definition repeat times? This was once possible by changing the interval between minimum and maximum repeat time. To follow the previous example, I could change the max repeat time to 60000 ms and now there is a 15 second range of random timing after 45 seconds.

3) What if the desire is to not have any random timing for the sound definition repeats? For example a telephone ring oneshot with 3 second fixed repeat time interval. How would spawn intensity achieve this if it is indeed randomizing around a .333… value?

4) If randomness is built into spawn intensity, is it also randomizing an initial time delay before the first play of the sound definition? It sounds like it is when I play with spawn intensity of <1. How would spawn intensity work for sounds that need a fixed or random repeat time but need no initial delay time randomization, as with the previous telephone ring example? Ring immediately, then ring again three seconds later. This used to be possible in fmod, and spawn intensity apparently breaks it.

5) Is it really useful to have a spawn time effect that scales up to 100 times per second? Playback with a spawn max >1 gets rather stilted as it approaches such frequencies, or is that just a result of spawn intensity randomness? On the other end of the scale, having to figure that a spawn intensity of 0.021 equals an approximate 47619 ms of repeat time is a pain if you are authoring repeat times longer than a second more often than times less than a second. I was using repeat times of up to a minute before, and now I am looking at a bunch of little ratios instead of ms.

Don’t get me wrong, I am glad to have the event layer functionality of a spawn intensity effect. But couldn’t this effect just have been a multiplier to the existing min and max sound definition repeat times instead? Then you’d have a definable range of random repeat timing and the ability to scale that range up and down in an effect with a ratio that is larger for longer, smaller for shorter instead of the other way around as it is with spawn intensity. Also it would scale relative to the initial settings of the sound definition rather than just a total override as with spawn intensity, which means that multiple sound definitions on the same layer could each get scaled relative to their initial repeat time settings rather than all be fixed to be the same.

It just seems like spawn intensity unnecessarily breaks some of the existing sound definition repeat time functionality that people are already depending on in their projects. Also, rolling an initial time delay and built-in randomness into spawn intensity forces an all-or-nothing situation with use of randomized timing of sound definition repeat time and initial delays rather than being able to tweak them separately.

thanks for your attention.
-jason

  • You must to post comments
0
0

Any news of when changes to sounddef repeat / spawn intensity will be released?

How will it work then?

thanks
-jason

  • You must to post comments
0
0

These are good questions. I also just tried the Spawn Intensity envelope/effect and began wondering about the same thing. There’s currently no way to control how random the timings are. I can imagine situations where I would want a steady interval instead. For example, a drawbridge that plays a steadily repeating "clack" sound when being raised, but the spawn intensity of the clacks would change according to the speed the bridge moves.

Also; when spawnings start to get very dense, it becomes evident that there is no channel stealing taking place inside an Event. An Event in itself can have its max playbacks steal behavior defined, but the sounds within an event don’t. Perhaps this would be needed?

I’m already getting interesting ideas of creating a chuggy combustion engine sound where the engine’s RPM is altered, not by pitching a looping sample up or down, but by altering the spawn intensity of an engine cycle sound (maybe from 10 up to 500 times per second). Would dense triggering like this cause heavy CPU overload if only 2 channels are used? This kind of an engine sound would also require a steady repeat rate rather than random; though then you could make the engine sound damaged by increasing the timing randomness of the cycles.

I agree what jcobb says about the spawn intensity being a multiplier to the existing min/max repeat time values. I would make more sense that way, as it would allow either random or exact timing (though; the "engine damage" as describedin the previous paragraph would then not be possible).

  • You must to post comments
0
0

bump – Now that we are post-GDC, I’d like to have some of these spawn intensity topics addressed if possible.

  • You must to post comments
0
0

Bump again.

I’d also like to see some clarification of what this new parameter is. So far I haven’t been able to make it useable for us.

  • You must to post comments
0
0

me too!

  • You must to post comments
0
0

yaaar! mission critical captain…throw us doggies a bone!

  • You must to post comments
0
0

echo on
Hello?
echo off

  • You must to post comments
0
0

[quote="jcobb"](moving this from the EX forum)

With version 1.07.09, sound definition repeat min and max are now a single parameter called spawn intensity (expected number of spawns per second)

1) Is there any timing randomization implemented into sound definition spawn intensity? I can hear some, but it is not clear what the range of random timing is for any given spawn intensity value. For example, if I have previously used a repeat time min 45000 ms and max 50000 ms to specify a 5 second range of random timing at least 45 seconds after the last play time, how much range of random timing would there be around a spawn intensity of .021?
/quote]

Currently the spawn intensity works like this:

  • Setting the intensity as 5 will create 5 spawns per second.
  • The timing of the 5 spawns will occur randomly during that second.
  • There is no control over this ‘randomness’.

This functionality is currently being redeveloped, and I believe that the min and max properties may return.

  • You must to post comments
0
0

[quote:1mwcc0mx]This functionality is currently being redeveloped, and I believe that the min and max properties may return.[/quote:1mwcc0mx]

That is great news, thanks for the support!

cheers
-jason

  • You must to post comments
0
0

Skaven said:
[quote:15ddvpbk]I agree what jcobb says about the spawn intensity being a multiplier to the existing min/max repeat time values. I would make more sense that way, as it would allow either random or exact timing (though; the "engine damage" as described in the previous paragraph would then not be possible).[/quote:15ddvpbk]

It might be possible if they implement the sounddef repeat time layer effect as curves for scaling both min and max times. With a damage parameter you would draw the damaged end of the parameter to be more of a random range between min / max scaling and the undamaged end of the parameter to have no min max range scaling. Then as your damage parameter changes the engine gets more or less random in timing as the scaling range opens up and closes.

(If the curves are drawn so that max is smaller than min, then it could just limit max scaling to min scaling.)

cheers
-jason

  • You must to post comments
Showing 10 results
Your Answer

Please first to submit.