Author Topic: Modding Sound?  (Read 557 times)

Legacy_BelowTheBelt

  • Hero Member
  • *****
  • Posts: 699
  • Karma: +0/-0
Modding Sound?
« on: June 02, 2014, 03:03:18 am »


               

Has anyone ever modded the sound object properties?


 


I really dislike how the inner positional maximum volume distance is a direct function of the larger cutoff distance.  I'd much prefer to be able to increase the range of the max sound without having to worry about also increasing the cutoff distance.


 


For example, water lapping at a lake's edge.  If the sound object is placed near the water, the default is that unless you're standing on top of the sound, you're not likely to hear it.  If you expand the cutoff distance, the max volume sphere grows, but you can run into instances where you're hearing water lapping pretty far away from the water.


 


I'd love to be able to create large max volume ranges that are equal to their cutoff...you either hear the sound at max volume, or you don't hear it at all.


 


Does anyone have experience with this?


 


Right now, I'm creating large cutoff distances  (max seems to be 320) with low or medium volume to create a large max volume area that, as you get into the cutoff area, seems to fall below the music/ambient sound levels.  


 


Other than that, what have other people's approaches been to positional sounds?



               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Modding Sound?
« Reply #1 on: June 02, 2014, 04:18:32 am »


               

i'd like to hear some more about this too.



               
               

               
            

Baaleos

  • Administrator
  • Hero Member
  • *****
  • Posts: 1916
  • Karma: +0/-0
Modding Sound?
« Reply #2 on: June 02, 2014, 03:02:02 pm »


               

Its far from ideal, but playing the sound originating from the player object itself, would have a similar effect to what you are describing.


However I do think its volume can be affected by the camera's positioning?


 


 


This would require scripting to use the PlaySound function-  Server Side, but also need to know the length of a sound clip, and when to loop etc


It might be computationally expensive to simulate a water lapping sound - high repeat etc


 


I don't think there is anything in the nwserver symbols that would allow modifications of the sound class to do what you want it do.


The Client might be modifiable to do what you want, but I don't have symbols for that, so cannot comment on it.