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Sounds for dsq

by Chari.bvb · in Technical Issues · 11/21/2007 (5:00 am) · 3 replies

Hi all,

I've a query on sound synchronization for dsqs.
Let me take an example of a player attack animation. here one 'ooph', a swish is going to play and a punch on the collision. and each need to be called at different points in the specific animation.
I was working on Unreal previously, in which we input a percentage of animation length for calling each sound.
So is there something like the above to call various sounds at various part of the animation.

'll be very thankful if you can suggest some way.
Thanks,
Chari.

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#1
11/22/2007 (6:41 am)
I had a problem similar to this. Take for example a golfer who is hitting a golf ball. I needed to play a sound at the precise moment that the golf club would strike the ball. What I did was I asked the modeller to add a foot step trigger in the 'swing' animation at the precise moment when the club would be hitting the ball. Then I added code to check for the trigger in the UpdateMove() function and made a script callback.

Robert
#2
11/23/2007 (2:35 am)
Yes. we can go ahead with triggers if it a sound like hit. we can place a trigger at an exact position where it is hitting the ball. But in the case of dialogues and expressions... a modeler or animator may not be knowing where to put the trigger. Here, we need to have handles (silent portions in the audio clip). and once that particular sound clip is committed with a handle it may not be used for other situation, in which case each sound has to be dedicated for that animation. what if every animation has to have multiple sounds from which it plays one of them randomly.

If timescale works, we can specify a percentage of a number of frames to initiate the sound.
Any way ???
#3
11/23/2007 (2:37 am)
The handles which i was talking about is for getting a good synchronization.

-Chari.