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Hey guys, I’m having a couple of issues with regards to looping sounds in 4.22. The context is that I’m trying to implement a single machine gun event that will use a looping single shot or series of shots to cover both shooting scenarios; multiple shots or a single shot.

  1. Short single shot sound def (~100ms) that is marked as "loop and play to end" will loop at least once even though the event has been stopped less than 100ms later.

  2. Sounds marked as "Loop and play to end" will not actually play to end, they stop wherever they happen to be when the event is stopped or the parameter is no longer on that sound definition.

So, basically I have a sound def that contains the transient of the shot followed by another sound def with the tail. I am using a parameter with a fast velocity and a sustain point at the end of the first def. When we release the trigger it sends a keyoff that plays the tail sound def. We always hear at least 2 shots, even when firing once. Also, when allowed to loop for a bit, the shot can be cutoff depending on when the keyoff is triggered, proving that it is not playing to the end of the sound.

Any ideas?

TIA,
-kristoffer

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Hi there,

[quote="kawasaki400":2skwvjta]1. Short single shot sound def (~100ms) that is marked as "loop and play to end" will loop at least once even though the event has been stopped less than 100ms later.[/quote:2skwvjta]

You could get this problem if your sound def’s wave file is in a streaming bank as it will buffer the sound for the next play so that when you stop it, it will still play what’s left in the buffer and you will hear the start of the sound again. Short sounds should not be streamed so if this is the case, I would recommend putting those sounds in a non-streaming bank.

[quote="kawasaki400":2skwvjta]2. Sounds marked as "Loop and play to end" will not actually play to end, they stop wherever they happen to be when the event is stopped or the parameter is no longer on that sound definition.[/quote:2skwvjta]

This sounds like your looping and tail sound def instances are overlapping in same the layer and therefore cross-fading (the looping sound plays to the end but its volume has been set to zero). I would make sure you leave a small gap between your looping and tail sounds. As for stopping the event, this will always cause the sound to stop. You shouldn’t need to stop it if you’re using keyoff.

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Thanks Gino,

A combination of your suggestions along with changing the format to PCM has yielded results. Much appreciated,

-kristoffer

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