Random Audio and Audio in General
by Glenn Bermingham · in Torque 3D Professional · 10/28/2013 (1:10 am) · 4 replies
Seems audio gets neglected a bit in terms of documentation and functionality. For the most part T3D is fairly flexible with its audio allowing creators to play audio whenever necessary but one of the major problems I'm consistently running into is the repetitive nature of 1 Audio for Per action.
The action is a footstep, gun fire or anything that is done over and over. I'm getting limited to a single sound. There are ways around these but having to individually set it up for every action isn't so great and on top of that you can get sound delay on the action from going through your function. I will now just point out for footsteps I know you can add more surfaces but still the repetitive problem is the same.
I'm not very experienced when it comes to C++ Coding and still wrapping my head around Torque Script, but if there was something in the form of a list much the same as SFXPlayList, except used to list all the files you wanted the game to choose randomly from. That would be an ideal solution imo.
So if anyone has any good information on the subject or better yet a solution please discuss below as I'm interested in seeing other peoples view on the subject.
The action is a footstep, gun fire or anything that is done over and over. I'm getting limited to a single sound. There are ways around these but having to individually set it up for every action isn't so great and on top of that you can get sound delay on the action from going through your function. I will now just point out for footsteps I know you can add more surfaces but still the repetitive problem is the same.
I'm not very experienced when it comes to C++ Coding and still wrapping my head around Torque Script, but if there was something in the form of a list much the same as SFXPlayList, except used to list all the files you wanted the game to choose randomly from. That would be an ideal solution imo.
So if anyone has any good information on the subject or better yet a solution please discuss below as I'm interested in seeing other peoples view on the subject.
About the author
I spend most of my time working on games.
#2
10/28/2013 (2:41 am)
I'm not using Fmod, don't have the dosh for it. From what I've experimented with SFXPlayList it would play though the entire playlist. This was quite some time ago but I should definitely try again.
#3
I should probably list this as a bug. Going to try it on footsteps and see if it has a similar effect.
10/28/2013 (3:13 am)
After playing around with the playlist, for the most part does what I wanted but I'm using it on Projectiles and the Sound Emitter is not sticking with the Projectile themselves. Rather its playing the sounds from the bullets at the point of creation of the projectile and the projectiles are going out of hearing range cutting off the audio.I should probably list this as a bug. Going to try it on footsteps and see if it has a similar effect.
#4
10/28/2013 (11:37 am)
Sounds like a bug, yeah.
Torque Owner Stefan Lundmark