Are AudioEmitters broken?
by Stefan Lundmark · in Torque Game Engine · 02/06/2006 (12:31 pm) · 2 replies
I ported an old project from 1.3 to 1.4 and it refuses to play any AudioEmitters. Normally server played sounds work like before. Reading some threads and applying fixes, I get the AudioEmitter to play once each mission and then no more.
So I'm asking, are AudioEmitters broken *again*?
Edit: Made my post clear that I'm using 1.4.
Second edit:
To my big suprise (:p) there's a buttload of bugs in there, but if you go around them it will work.
First of all, do not expect the emitter to work when creating it.. some of the fields do not work unless you edit it afterwards.
Also, if checking in the wrong checkboxes, like "use audio description" when you're using a file, you'll get no sound.. instead of a warning or information.
So I'm asking, are AudioEmitters broken *again*?
Edit: Made my post clear that I'm using 1.4.
Second edit:
To my big suprise (:p) there's a buttload of bugs in there, but if you go around them it will work.
First of all, do not expect the emitter to work when creating it.. some of the fields do not work unless you edit it afterwards.
Also, if checking in the wrong checkboxes, like "use audio description" when you're using a file, you'll get no sound.. instead of a warning or information.
About the author
#2
Also, if you mark any of the checkboxes that has to do with descriptions, you'll get a quiet emitter.
When I had these working, I finally had some sound.. saved my mission, and went back in.. only to face a quiet emitter again.
The range variables (that sets ref range, and max range) are also broken and when they work, they are incorrect in that the sound skips when you move around and sometimes never disappears no matter how far you go. Never fixed that.
Basically not worth the time for me.
02/09/2006 (9:08 am)
I have put this down Sebastian, sorry. I faced some problems in the Creator mod, which were quickly fixed.. basically when setting a file to play (without descriptions) it sets the filename to NULL so you have to do it again in the editor when the AudioEmitter has been created.Also, if you mark any of the checkboxes that has to do with descriptions, you'll get a quiet emitter.
When I had these working, I finally had some sound.. saved my mission, and went back in.. only to face a quiet emitter again.
The range variables (that sets ref range, and max range) are also broken and when they work, they are incorrect in that the sound skips when you move around and sometimes never disappears no matter how far you go. Never fixed that.
Basically not worth the time for me.
Torque Owner Sebastian Potter
For those of us who aren't familiar enough with AudioEmitters, but are having issues with putting sound into our missions, exactly what bugs need working around to get AudioEmitters working correctly?
Thanks,
Seb.