Product Chat / Ambient Nature Sound Permanent?

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Kalle801
10
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Joined: 8th Jan 2014
Location: Germany
Posted: 16th Apr 2014 09:42
Hello.



Im wonder how could i set my Ambient Nature sound Permanent without ending in an Zone?



Help would be nice
LeeBamber
TGC Lead Developer
24
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Joined: 21st Jan 2000
Location: England
Posted: 16th Apr 2014 10:52
There is a new script called MUSICINZONE.LUA which you can associate with the Sound Trigger Zone and then specify your ambient sound there. You then place the zone around the players start position and you should have infinite looping sound in the background.

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

Kalle801
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Location: Germany
Posted: 16th Apr 2014 11:06 Edited at: 16th Apr 2014 11:12
This works great thank you,



but the bigger the sound range is the lower is the Volumen of it.



For wind and bird sounds in a forest its not good, cause the sound is like there stands a music box, not realy like ambient sound.





Edit: Sry i was wrong. All is fine!
almightyhood
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Posted: 16th Apr 2014 17:02
Quote: "There is a new script called MUSICINZONE.LUA which you can associate with the Sound Trigger Zone and then specify your ambient sound there. You then place the zone around the players start position and you should have infinite looping sound in the background."




awesomeness lee m8 I been waiting for a way for this to happen...

evga GeForce gtx 750 ti boost2.0 2gb gddr5. win 8.1 quad core 4gb ram.
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BarZaTTacKS
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Posted: 17th Apr 2014 17:30
What sound formats does it support? Just wav?
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The Next
TGC Web Engineer
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Joined: 3rd Dec 2007
Location: United Kingdom
Posted: 17th Apr 2014 17:31
.wav and .ogg is what is supported by the store so I would assume they are the only two formats.

Windows 7 Pro, Intel i7 3.8 GHz, 16GB DDR3, NVIDIA GTX 780 4GB Superclocked
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BarZaTTacKS
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Posted: 17th Apr 2014 18:21
@The Next thank you!
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tommy8
GameGuru TGC Backer
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Location: Northern Ireland
Posted: 22nd Apr 2014 22:08
is it possible to have decreasing zones where the sound is less prominent than in others
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LeeBamber
TGC Lead Developer
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Joined: 21st Jan 2000
Location: England
Posted: 23rd Apr 2014 22:33
We have the possibility of assigning a sound range via script so the sound is harder to hear the further you are from it. It's not on our lists so if many of you want this, let yourself me heard

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

Scene Commander
Support Manager
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Posted: 24th Apr 2014 07:51
Lee,



I'd actually say sound volume changing by distance has been one of the more commonly requested features.



SC

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AuShadow
GameGuru TGC Backer
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Location: Australia
Posted: 24th Apr 2014 07:53
I'd say put it in with the new lua updates that are coming =)

PC Specs: Windows 7 home 64-bit, Amd 7900 3gb DDR5 graphics, 8gb DDR3 Ram, Intel i7 3.4ghz

Feel free to visit and edit the public FPSCR resource wiki page: http://fpscrresource.wikispaces.com/home
LeeBamber
TGC Lead Developer
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Joined: 21st Jan 2000
Location: England
Posted: 24th Apr 2014 13:48
Added to list

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

AuShadow
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Posted: 24th Apr 2014 14:55
Awsome

PC Specs: Windows 7 home 64-bit, Amd 7900 3gb DDR5 graphics, 8gb DDR3 Ram, Intel i7 3.4ghz

Feel free to visit and edit the public FPSCR resource wiki page: http://fpscrresource.wikispaces.com/home
mbarn
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Location: Atlanta,Ga.
Posted: 28th Apr 2014 00:06
Thanks Lee for adding it to the list.

Windows 8.1 64 bit, Intel core 2 Duo CPU E8500 @3.16 GHz 3.16 GHz, 4 GB DDR2-800 PC6400 MEM, NVIDIA GeForce 9800GT 1 GB, Creative Labs Sound Blaster Audigy SE.
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tommy8
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Posted: 28th Apr 2014 00:16 Edited at: 28th Apr 2014 00:27
Quote: "Lee,



I'd actually say sound volume changing by distance has been one of the more commonly requested features.



SC"




I would say not just distance. For realistic acoustics you need to take mediums into account. I think the user should have control over where the sound volume begins and ends. What I mean for example the change in volume between listening to an indoor source from the same room and from a different floor or even from outside the building.



A uniform sound zone should be spherical shaped but it ought to depreciate when it hits floors, walls or water. Or even end abruptly depending on the thickness of the obstacle.



You might hear birdsong from 1km on the other side of a forest but you wont hear humans shouting or gunfire on the other side of a 6 foot thick lead wall.
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rolfy
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Posted: 30th Apr 2014 14:17
Quote: "you wont hear humans shouting or gunfire on the other side of a 6 foot thick lead wall."
Best place to be when humans shout and fire guns.

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