0
0

So, we have a creature in our game that runs. My designer wants to be able to have a snort sound play on every third loop. I have no idea how to do this without writing some custom code. We tried creating a sequential sound definition with two "Don’t play" events. That didn’t work. Anyone have a better idea? I’m sure there’s a clever solution out there but I dunno what it is.

BTW – We’re currently playing the sound as a one-shot triggered at a certain frame of the animation. I could try starting a looping event when the critter starts to run, but I worry about the sound and the visuals getting out of sync pretty quickly.

  • You must to post comments
0
0

I’m not sure if you wanted to trigger the event once, or 3 times to get the snort, so I’ve tried to make a solution for each =)

If you want to trigger the event once, have it loop, and make the 3rd loop play the snort, create a sound definition with:

  • Don’t Play Entry
  • Don’t Play Entry
  • Snort Sound

  • Set the Spawn Time Minimum [b:f38j75v7]and [/b:f38j75v7] Maximum to the time duration of the snort sample.

  • Set Max. spawned sounds to 1.

  • Set play mode to Sequential.
  • Set the loop mode of the sound instance to oneshot.

Setting the min and mix spawn times should force the ‘Don’t Play’ entries play for the some amount of time. Otherwise, I imagine the sequence is blowing through them too quicky, making it sounds like they are ignored.

If you want to trigger the event 3 times, and the snort only plays the 3rd time the event triggered, create a sound definition with:

  • Don’t Play Entry
  • Don’t Play Entry
  • Snort Sound

  • Set play mode to Sequential.

  • Set the sound instance loop mode to oneshot

The snort will now play every third time its triggered.

  • You must to post comments
0
0

Templar – The only problem with this solutions is that the "snort" is only one sound. Is there a way for that "snort" to randomize across say 4 other "snort" sounds

So,

  1. Dont Play
  2. Dont Play
  3. *snort (but randomized among 5 snorts)

The SNORT is the Parent and it contains 5 "child" sounds.

This has been a feature I am unable to tap into, kind of like a Parent/Child type architecure found in SCREAM.

Any thoughts?

  • You must to post comments
0
0

[quote="lofidelity":3jrnmjux]Templar – The only problem with this solutions is that the "snort" is only one sound. Is there a way for that "snort" to randomize across say 4 other "snort" sounds

So,

  1. Dont Play
  2. Dont Play
  3. *snort (but randomized among 5 snorts)

The SNORT is the Parent and it contains 5 "child" sounds.

This has been a feature I am unable to tap into, kind of like a Parent/Child type architecure found in SCREAM.

Any thoughts?[/quote:3jrnmjux]

OK, I can see how this complicated things. Are we trying to avoid programmer sounds too?

There a few new features, starting to filter through in upcoming releases that allow sequencing..I check to see if any of those will help.

  • You must to post comments
0
0

Yeah, it’s just one sound for one creature so we’re trying to do this without requiring custom programming.

  • You must to post comments
0
0

We are adding nested sound definitions soon, so you can have 1 sound defnition, with the playmode set to sequential, and it contains 3 sub sound defnitions, which contain
1. sound def a, with just a nosound entry
2. sound def b, with just a nosound entry
3. sound def c, with 5 wavs set to random/shuffle.

For now I can only recommend that you use 1 sound def and get the programmer to skip every 3rd play command.

  • You must to post comments
0
0

That would be awesome. I think for now we’ll just go with Templar’s 2nd suggestion and then upgrade to nested sound definitions once that’s online.

BTW – lofi and I work together :)

  • You must to post comments
0
0

Actually hope i’m not too late – having every 3rd play sounds pretty rigid.
Couldnt you just put a dont play entry in with your 5 wavs, and crank up the random weighting so that the random play gets played 66% of the time and the other wavs get played 33% of the time?

  • You must to post comments
0
0

We actually tried that, but didn’t get the results we were expecting once we started playing with the weights. It seemed like the playback (at least in designer) was ignoring the weighting, so we’d very rarely hear the "don’t play" sound. We didn’t have enough time to dig into it more and find out if it was an FMOD/Designer bug or if we were doing something wrong. We can try it again, though for sure.

  • You must to post comments
Showing 8 results
Your Answer

Please first to submit.