[WED SOUNDS] sudden falloff with placed sounds

Posted By: darkinferno

[WED SOUNDS] sudden falloff with placed sounds - 02/19/12 17:48

first let me state that i'm using A7, so i dont know if A8's new audio system corrects this, so with that said:

I'm realizing that all sounds placed on the map in WED have a sudden fall off, theres always this invisible line between where you cant hear a sound at all and hearing it fully just by moving slightly, i would assume that the sounds should fade the farther you get;

I was thinking of using ent_playsound but, manual: "Up to 32 sounds (16 entity sounds and 16 normal sounds) can be played simultaneously" and gameplay will be using up alot of sounds, so i'm focusing on the "..16 entity sounds..", that means i dont have 32 to use by ent_playsound, but 16 instead, that would reduce even more so if i'm going to be using some of them for environment sounds; I thought about using snd_play but i would have to use it twice per sound to get stereo which seems to defeat the purpose;

[questions]
Is there a way to avoid that intense falloff of WED placed sounds?
sounds placed in WED do not contribute to this 16 sound limit do they? since if they do, then i might as well just use entity sounds...
Posted By: Uhrwerk

Re: [WED SOUNDS] sudden falloff with placed sounds - 02/19/12 19:02

Sounds placed in WED should contribute to the limit of 32 sounds as well. And 32 sounds is really a lot. Why would you want to play 32 simlutaneous sounds at all?
Posted By: Ch40zzC0d3r

Re: [WED SOUNDS] sudden falloff with placed sounds - 02/19/12 19:09

I just need to play much sounds for my FPS game.
When someone shoots, and the bullet impact sounds. Imagine this scenario with more than 1 player shocked
How could be fixed this?
Posted By: Uhrwerk

Re: [WED SOUNDS] sudden falloff with placed sounds - 02/19/12 19:15

You don't need no fix. You could play 16 simultaneous sounds for bullet impacts. Do you think the player will realize if 17 bullets hit the area around him and one of the bullets does not play a sound? For sure not ...
Posted By: darkinferno

Re: [WED SOUNDS] sudden falloff with placed sounds - 02/20/12 00:49

@Uhrwerk: thats true but my point is, i dont have 32 sounds to use:

"..16 entity sounds.."

if i choose to use ent_playsound for background sounds also, then, alot of them will get cutoff when in a complex gunfight [16 player online shooter];

I'm not worried about player sounds dropping off, just wondering how noticeable background sounds dropping off will be;

Again, not sure how noticeable it would be because closer sounds would distract you from farther sounds stopping but having the 32 to use for ent_playsound also seems to make alot of sense to me..
Posted By: Uhrwerk

Re: [WED SOUNDS] sudden falloff with placed sounds - 02/20/12 01:58

Well, the 2D sounds will most likely not be used as often as the 3D sounds, so why not taking those for the ambient sounds. Calculating balance and volume should be pretty easy. Only the doppler effect would be missing.

I'd also ask JCL about that sudden falloff you were talking about. I never noticed that, but it also has been ages since I placed sounds in WED.

Last but not least I'd just try it. 16 players are much, but who knows if the omitting a sound is even noticeable. Even if so you do other tricks like cutting silence from the end of the sample to make it shorter, mix sounds together, e.g. three shots in one sampe etc.
Posted By: darkinferno

Re: [WED SOUNDS] sudden falloff with placed sounds - 02/20/12 03:49

I thought about using the 2d sounds, guess i will have to be smart and use snd_play also, doppler effect wont be too much of a problem i assume, i'll just have to know what sounds to use this for, i would assume that most large sound sources, such as looping wind, background noise and really quick sounds static sounds, wouldnt need it but i planned to pretty impressive audio-wise, despite these limitations;

JCL wont help me much anymore as i'm using A7.

either way, thanks so much for your answers, much appreciated.
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