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ent_playsound on moving entities
#463690
12/21/16 16:06
12/21/16 16:06
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Joined: Aug 2009
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painkiller
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well, I want to play sounds for the characters using ent_playsound instead of snd_play, for example for footsteps, weapons and so on. Right after starting the game, where the player it's on its original position the sound plays fine. However, if I move the character, for example to x=800, sounds can barely be heard. as you get farther from the original position the volume will get lower unitl you can't heard it.
According to the manual ent_playsound "Plays a 3D sound at the current position of the given entity". However, it looks like when you call ent_playsound it uses the entity original position instead of the current one.
Has anyone else noticed this behaviour?
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: ent_playsound on moving entities
[Re: 3run]
#463693
12/21/16 17:55
12/21/16 17:55
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painkiller
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I never noticed anything like that.. works pretty good for me. How many view do you have? Cause (as far as I know) there should be only one with flag AUDIBLE set on. Maybe there is a view, which doesn't move with the entity?
Greets! I'm using only the default camera view, so that shouldn't be a problem. Maybe Shade-c EVO or PhysX causes it? I think I used ent_playsound in the past and didn't have those issues
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: ent_playsound on moving entities
[Re: 3run]
#463695
12/21/16 18:32
12/21/16 18:32
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painkiller
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I think it's related somehow to shade-c evo. If I disable it then ent_playsound works fine
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Re: ent_playsound on moving entities
[Re: rayp]
#463708
12/22/16 10:49
12/22/16 10:49
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painkiller
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I don't have any special settings set on windows audio settings. The problem only seems to appear when using shade-c evo.
I've searched through all shade-c files and every created view has its AUDIBLE flag reset except for screen.views.gBuffer on sc_gBuffer.c line 46. However, changing it to reset doesn't seem to fix it neither.
Last edited by painkiller; 12/22/16 10:49.
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: ent_playsound on moving entities
[Re: painkiller]
#463711
12/22/16 12:03
12/22/16 12:03
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Reconnoiter
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Perhaps its related to the variable doppler_factor? It sounds like that anyway. If that isn't it, it could perhaps be that Shade-c has a similar kind of variable that is experimental or such (would have to dig in the scripts though).
-edit, or it might be related to physx or such in the sense that the xyz coordinates that ent_playsound uses it perhaps not updated automatically. Try updating the xyz values manually too.
Last edited by Reconnoiter; 12/22/16 12:06.
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Re: ent_playsound on moving entities
[Re: Reconnoiter]
#463713
12/22/16 12:18
12/22/16 12:18
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painkiller
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Perhaps its related to the variable doppler_factor? It sounds like that anyway. If that isn't it, it could perhaps be that Shade-c has a similar kind of variable that is experimental or such (would have to dig in the scripts though).
-edit, or it might be related to physx or such in the sense that the xyz coordinates that ent_playsound uses it perhaps not updated automatically. Try updating the xyz values manually too. I've tried to change doppler_factor and look for it on shade-c files but no luck. xyz coordinates shouldn't be a problem I think, as I'm attaching the camera to the entity using them and that works fine.
Last edited by painkiller; 12/22/16 12:19.
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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