I’m playing around with the ‘don’t play’ entry in my sound definition so that certain sounds are triggered only occasionally. In this example, I wish to trigger the sound of a character being injured (a vocal grunt). For variety I have approximately twenty different vocalizations (waveforms) that were initially added to my sound def. By default they are all given a 100% weight. I then decided I only want to hear this sound (or rather one of these sounds from the list) play roughly 33% (one third) of the time.
My question…what is the easiest way to accomplish this? Must I manually go through each and every wave and tweak its percentage after calculating? Is there a way to select many different sounds and to raise or lower their percentages simultaneously, as a group? Another very clunky method I suppose I could try…should I just throw in an additional 40 ‘don’t play’ entries to the list so that the math adds up to the vocals equaling one third the total # of entries (60 now) in the list?
Both of these methods seem a bit cumbersome. And what if I later decided I wanted to add additional vocalization waveforms to the list? Let’s say I wanted to add an additional 10 variations (but still only wanted to hear one play a third of the time) …would I again have to go through each and every percentage and retweak it? Do I really need to recalculate manually every time I change the size of my variations list?
I’ve got to be approaching this wrong.
- Flying Poo asked 11 years ago
Thanks for the reply.
But suppose for example that you created a sound def that contains 20 variations, and that initially you planned to always hear a sound play (regardless of which variation).
Later on you changed your mind and decided you only wanted to hear this sound (by sound I am referring to ANY of the variations) play 50% of the time.
How would you go about doing this? Would you add a ‘don’t play’ entry? Several? Would you go through each individual sound variation and tweak its percentage that way (seems very tedious if you have a lot of variations).
I ask also because I realize that there will be times I decide I need more or less variations for a particular sound definition. But the moment I add or remove any sounds from the list, my ratios change. And I am referring to the ratio between a blank being played versus an actual sound (this example…50% chance of a blank).
Sorry if I am being dense here.
What is the behavior of FMOD Ex when an event "plays" a [don’t play] sound from a definition? I’ve noticed that some sounds aren’t cleaned up (we do this via the callback detecting event finish), and I suspect that it may be due to "don’t play" sounds. Is there some documentation on how this functions?
- brussell answered 10 years ago
right now you can demote one wave to play less, and all the other percentages adjust accordingly.
Instead of looking at ‘weight’ look at ‘play percentage’.
The work is already being done for you if you want to make one sound play less.
The issue I can see there is if you want it to be promoted or more important, you can’t go over 100% right now.
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