Ambient sounds
by Duion · in Torque 3D Beginner · 04/10/2013 (5:37 pm) · 5 replies
Are there different ways to distribute ambient sounds than the sound emitter with a sphere radius? Because the sphere radius is not always a good solution. If I want the ocean to have ambient sound, how this could be solved? There is a checkbox in the waterplane that says ambient sound, but it seems not to be what I thought.
Would it be possible to define an non-spheric area where a ambient sound is played or make an object emit an ambient sound within a predefined range?
Would it be possible to define an non-spheric area where a ambient sound is played or make an object emit an ambient sound within a predefined range?
About the author
http://www.duion.com - Human Paradigm Specialist
#2
My idea so far was to relate it to the height, so maybe the water plane emits it' sound 5-10 meters above it, so whenever you are on the water you will have water sound and the land will hopefully be higher than that and so you do not hear the ocean when on the land.
Another use would be a river or a room, since a room is a block it is hard to cover it with spheres.
A box would be good enough, you could cover the whole water area with a box, while with sound emitters you would need hundreds of them in some cases to cover all well.
04/11/2013 (2:49 am)
One use would be the water plane to simulate an ocean with sounds, so whenever you are near it, it should emit sound. My idea so far was to relate it to the height, so maybe the water plane emits it' sound 5-10 meters above it, so whenever you are on the water you will have water sound and the land will hopefully be higher than that and so you do not hear the ocean when on the land.
Another use would be a river or a room, since a room is a block it is hard to cover it with spheres.
A box would be good enough, you could cover the whole water area with a box, while with sound emitters you would need hundreds of them in some cases to cover all well.
#3
As soon as I activate the "is 3d" checkbox, it stops playind and no matter what settings I do in the properties, it remains silent, the only way getting it playing is to chose a track instead of a file, but now I have no idea how to add tracks, I searched a lot, but I could not find the file where the tracks are located or how to add tracks.
04/17/2013 (4:49 am)
I just noticed, that I can't get them work properly with radius neither.As soon as I activate the "is 3d" checkbox, it stops playind and no matter what settings I do in the properties, it remains silent, the only way getting it playing is to chose a track instead of a file, but now I have no idea how to add tracks, I searched a lot, but I could not find the file where the tracks are located or how to add tracks.
#4
I agree with you on the shape thing - it would be cool to have a spline-based emitter. Something like the decal road, but instead of drawing a road it draws a "sound zone". That way you could precisely follow a coastline with wave sounds, or the edge of an impassable forest with wind sounds.
04/17/2013 (7:46 am)
3D sounds cannot be stereo. Ensure that the audio file is mono.I agree with you on the shape thing - it would be cool to have a spline-based emitter. Something like the decal road, but instead of drawing a road it draws a "sound zone". That way you could precisely follow a coastline with wave sounds, or the edge of an impassable forest with wind sounds.
#5
A negative sound would also work. You make the whole map with an ambient of the sea far away, then a generous sphere around the island, where coastline waves are added and then a smaller sphere inside that, which disables or fades out the previous sounds and adds a forest ambience or whatever is on the island.
04/17/2013 (7:57 am)
Ok, will try mono sounds.A negative sound would also work. You make the whole map with an ambient of the sea far away, then a generous sphere around the island, where coastline waves are added and then a smaller sphere inside that, which disables or fades out the previous sounds and adds a forest ambience or whatever is on the island.
Torque Owner Lukas Joergensen
WinterLeaf Entertainment
onObjectEnteredSoundeZone playAmbientSound() setAmbientSoundVolumeAsDistanceToWaterplane()Or just write your own sound emitter that uses a box collision, or whatever other collision you might need.Exactly what shape are you looking for? If you are looking for a box it should be simple enough, if you are looking for an advanced polygon shape, perfectly covering the whole coastline, you are in for a hassle.
Of course it is possible to make an object emit sound within a predefined range, but if you are using the waterplane, remember that it is infinite and covers the whole game area... Meaning it is also beneath your terrain, potentially you would hear it all the time.