Product Chat / PlayCharacterSound: messed up 3D sound

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Snake675
GameGuru TGC Backer
11
Years of Service
User Offline
Joined: 6th Apr 2012
Location: Planet Earth
Posted: 18th Mar 2019 15:35
Hi there

I have been playing around with CharacterSounds for a while now. They dont seem to be played in the right way to give a distance and angle feeling of the source/character. Sometimes left/right is wrong, sometimes they are loud for characters that are far away, sometimes you shoot an enemy in front of you and f.e. the volume of the dead sound is very low.

Whats wrong?
-Snake675
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GameGuru
FPS Creator
Avenging Eagle
18
Years of Service
User Offline
Joined: 2nd Oct 2005
Location: UK
Posted: 18th Mar 2019 18:33
Are the sounds you're using mono? They need to be mono for Game Guru to 'place' them in a three dimensional sense.

AE
Snake675
GameGuru TGC Backer
11
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Joined: 6th Apr 2012
Location: Planet Earth
Posted: 19th Mar 2019 13:27
Yes, they are.
-Snake675
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Intel Core i5 760 @ 2.80GHz, RAM 16.0GB, NVIDIA GeForce GT 1030 2047MB

GameGuru
FPS Creator
Tarkus1971
Audio Media Maker
9
Years of Service
User Offline
Joined: 24th Feb 2015
Location: England, UK
Posted: 19th Mar 2019 15:09
mono .wav files and only 22k files NOT 44.1k files.

mono .oggs will not give the 3D placement of audio.
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Kitakazi
17
Years of Service
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Joined: 9th Feb 2007
Location:
Posted: 23rd Mar 2019 23:08
I have also noticed strange things from the 3D sounds. Only from PlayCharacterSound as well. Not anything major but like Snake675 said, sometimes it is as if the sound is played from a random location that is far left or right of the character that the sound should be played from. I notice this most when an "onDeath" sound is triggered.

Quote: "mono .wav files and only 22k files NOT 44.1k files. "

Is this true about the 22k files? GameGuru's stock charactersounds are 44.1k and all I have ever read from other users is to use 44.1k.
The footsteps have always been 22k though.

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