d'Spair on 27/2/2005 at 15:24
I can't figure out how to do them. The standart UT trick with AmbientSound actors doesn't work. I spent 5 minutes only waiting for the Schema Browser to open, but I can't hear the sounds and, more important, don't know how to add those sounds to markers/objects. Has anyone found a way to do this?
Eshaktaar on 27/2/2005 at 16:06
It worked here (I also had to wait a long time until the browser opened, though). I guess the sounds that can't be previewed are the ones that weren't shipped with the editor. Perhaps extracting the remaining .wavs/.oggs manually will make them playable.
I just inserted an AmbientSound (Marker->Keypoint->AmbientSound in the Actors browser), added the Sound->SoundAmbient property, gave it the m01crickets sound (which doesn't have a preview) and started the map via command line.
d'Spair on 27/2/2005 at 17:01
Quote Posted by Eshaktaar
I just inserted an AmbientSound (Marker->Keypoint->AmbientSound in the Actors browser), added the Sound->SoundAmbient property, gave it the m01crickets sound (which doesn't have a preview) and started the map via command line.
I have done EXACTLY the same thing, but used another sound, and it didn't work... Hm... Anyway, thanks for the info.
d'Spair on 27/2/2005 at 17:34
Nah, I still have problems with this damn ambient sound.
Only few files from the schemas list want to work when attached to AmbientSound actor, the majority of the files don't. I also can't understand the logic of the Schemas Browser - what is a meta file? How (and why) can I change some properties of a schema? What does the meta location (DVD\Hard Drive) mean?
More important, is there a difference between the sounds that should play at the background and those that should come out of a spot? How can I set zones with different ambient music?.. How can I modify sound propagation in my map?..
Oh, too many questions... :nono:
rujuro on 27/2/2005 at 18:11
I was actually able to get this to work, and it was a sound that I couldn't preview in the schema browser. I added a sound->SoundAmbient property to the ambient sound actor, and chose the m01wind shema. I'm pretty sure you need to pick a looping sound for this property. I ran the level and I can hear the wind, even though nothing happened when I tried to preview it.
d'Spair on 27/2/2005 at 18:23
Aha, I worked it out.
A basic tutorial on ambient sounds:
Each zone in a map can have different ambient sound playing in the background. This is called a "SoundStreaming". For example, you have two rooms in your map connected with a hallway. You also want different ambient sounds to play in each room, and complete silence in the hallway. Here's what you have to do.
First of all, you have to create ZonePortals - the sheets that will define borders of zones you have (more info on that is in UnrealEd tutorials). In our case, we need three zones: the first room, the hallway and the second room.
Now we need a ZoneProperties actor in each of the newly created zones. In T3ed, there's a very handy option that adds those actors automaticly. Just press View > Show Zone Properties Dialog. You will be asked if you want to generate the ZoneProperties actors, click Yes. That's it, now you have a ZoneProperty actor in the center of each zone (you should have three in total).
Now go into Properties of one of the ZoneProperties actor. You should use Add Property and pick SoundStreaming > StreamSchema1 from the list. Now you simply have to write the name of the schema you want to be played in the zone. You may pick one from the SchemaBrowser list or type it manually (for example, "m01base"). That's it, rebuild the level and test it ingame.
Do the same with the ZoneProperty in another room, you can use a different schema.
To add silence, you have to press "Silence" button instead of using some schemas.
Once you enter a zone with StreamingSound on it, this sound will be played until you enter a zone with another Sound or Silence set upon it.
View > Show Zone Properties Dialog is quite useful. There you can see a list of all your ZoneProperties with the names of attached schemas. Right click on one of the Zones and set Reverb. This is what EAX does, I believe.
rujuro on 27/2/2005 at 19:37
I assume that the method above is for general background ambient with no directional component. I think if you want something like crickets, that will bleed across zones, get louder when a door is opened, etc., will require the ambient sound actor.
Jadon on 27/2/2005 at 20:28
d'spair would you put you tutorial in the Fleshworks Wiki site that way people could find it later more easily?
d'Spair on 27/2/2005 at 20:47
Quote Posted by Jadon
d'spair would you put you tutorial in the Fleshworks Wiki site that way people could find it later more easily?
Unfortunately I have problems with registration. Could anyone do it for myself?