TGE Audio - 2D global sounds inconsistent
by James Thomas · in Technical Issues · 01/04/2009 (10:10 pm) · 0 replies
Hi all,
Myself and others are sharing a problem with the 2D (global) audio in Torque.
I have noticed that the global sounds are very quiet or not playing when my character is looking forward, but i can hear the sounds pretty well when either staring at the sky or the ground.
either that or i am losing my mind.
here is my code, just in case i am mistaken.
//in server/scripts/audioprofiles.cs
// Used for non-looping environmental sounds (like power on, power off)
datablock AudioDescription(Audio2D)
{
volume = 1.0;
isLooping = false;
is3D = false;
type = $SimAudioType;
};
datablock AudioProfile(firstblood)
{
filename = "~/data/sound/firstblood.wav";
description = "Audio2D";
preload = true;
};
//in server/scripts/commands.cs
//just to test in a simple way
function serverCmdPlaySound(%client)
{
echo("DEBUG: PlayingSound");
alxPlay(firstblood);
}
originally i did this sound client side, and sent message to play from the server, and it had the same problem.
i am pretty sure this is the correct way to do 2d sound right? If anyone solves this problem let me know.
Myself and others are sharing a problem with the 2D (global) audio in Torque.
I have noticed that the global sounds are very quiet or not playing when my character is looking forward, but i can hear the sounds pretty well when either staring at the sky or the ground.
either that or i am losing my mind.
here is my code, just in case i am mistaken.
//in server/scripts/audioprofiles.cs
// Used for non-looping environmental sounds (like power on, power off)
datablock AudioDescription(Audio2D)
{
volume = 1.0;
isLooping = false;
is3D = false;
type = $SimAudioType;
};
datablock AudioProfile(firstblood)
{
filename = "~/data/sound/firstblood.wav";
description = "Audio2D";
preload = true;
};
//in server/scripts/commands.cs
//just to test in a simple way
function serverCmdPlaySound(%client)
{
echo("DEBUG: PlayingSound");
alxPlay(firstblood);
}
originally i did this sound client side, and sent message to play from the server, and it had the same problem.
i am pretty sure this is the correct way to do 2d sound right? If anyone solves this problem let me know.