Product Chat / Location based sounds

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osiem80
5
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Joined: 24th Jan 2019
Location: Poland
Posted: 14th Oct 2019 10:31 Edited at: 14th Oct 2019 11:11
A million dollar question, lets suppose i wanna multiple sounds for my weapons, 4 example one shot sound is for outdoor with an echo effect and the second one is 4 indoor without echo


What i would need to get it?Is there some gunspec or FPE functions to edit or is a script needed?
If yes, there would be a zone in the entrance into a building needed i guess that triggers the sound switch 4 the weapon right?
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JC LEON
14
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Joined: 22nd Apr 2010
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Posted: 14th Oct 2019 16:17
good question ..is there any sort of trigger to make a sort of reverb zone for weapons on even footsteps? it would be cool if possible
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Avenging Eagle
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Joined: 2nd Oct 2005
Location: UK
Posted: 14th Oct 2019 18:49 Edited at: 14th Oct 2019 18:51
I imagine in other engines this is achieved using audio post processing effects, a bit like how ReShade adds filters to the entire image, these audio effects process all the sounds in the sound FX "layer" i.e. everything not designated UI sounds or music. AFAIK, GG doesn't support this, although I recall AmenMoses doing some experiments using LUA to generate echos based on distance from an object. It would be cool it we could implement this tech, GG's audio system is currently even more primitive than its lightmapping.

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osiem80
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Joined: 24th Jan 2019
Location: Poland
Posted: 14th Oct 2019 21:25
Quote: "AmenMoses doing some experiments using LUA to generate echos based on distance from an object"

Interesing, does he got some effects?
Quote: "GG's audio system is currently even more primitive than its lightmapping."

Agree, The quality of PBR materials in compare with other engines looks outdated, not sure if its the textures resolution problem or not but i think its the lightmapping.
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AmenMoses
GameGuru Master
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Joined: 20th Feb 2016
Location: Portsmouth, England
Posted: 14th Oct 2019 23:20
https://forum.game-guru.com/thread/220877#msg2618192
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osiem80
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Location: Poland
Posted: 14th Oct 2019 23:29
Thanx, yea also noticed that theres no difference in sounds if the source is moving away
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AmenMoses
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Joined: 20th Feb 2016
Location: Portsmouth, England
Posted: 15th Oct 2019 00:07
Entity based 3D sounds don't move in GG, i.e. at the point you say PlaySound( e, slot ) the sound will come from the point the entity is at.

Global sounds and non3D sounds follow the player.

Was something I planned to fix before my Visual Studio screwed up.
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