Product Chat / Footfall sound

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PCS
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Posted: 5th Dec 2020 09:19 Edited at: 5th Dec 2020 10:15
HI Lee, thanks for the hard work.

Just one thing , i have finally got some inspiration again to work on my W.I.P The Sewer Hunter.
and i have made some nice progress with my ambient sound in the tunnels, the only problem now is the Footfall sound of the player is to loud.
Please while you are busy looking into GG Classic, https://forum.game-guru.com/thread/222366#msg2636732 please can you give us a setting to adjust the player footfall sound with out compromising the rest of the sound settings.
I have found this ( SetGamePlayerControlLastFootfallSound() ) but nothing to adjust the volume to get the footfall sound softer, but no success

Pease Lee ( or any clever guru out there ) help me.
Otherwise its back to square one.

edited: had all ready reported to GitHub ( Footfall sound #847 )


Please.
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 16GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11
synchromesh
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Posted: 5th Dec 2020 10:52
What materialindex are you using in the tunnel models .fpe
Have you tried messing with others available or creating your own ?
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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GubbyBlips
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Posted: 5th Dec 2020 16:01 Edited at: 5th Dec 2020 16:03
ED; supplied proper link...
Yeah, I think what synchromesh is saying is that this could be handled
(though with a huge amount of uphill trodding) by opening the
soundbite in something like https://www.audacityteam.org/ and editing
the volume to the desired amount.
True-- an enormous roundabout far out of the way, and off schedule,
(may require testing and retesting), but it should certainly work.

You may want to put your ambient sounds next to the footfall sounds
in two audacity editors to compare before going back and forth between
GG testing. Sorry for that.

// Q: Does every internal sound volume setting become global to effect
all other sounds? Now that I think of it, this could be the issue that
I have noticed-- just didn't know what was happening? //
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PCS
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Posted: 5th Dec 2020 16:13
@synchromesh, i am using the tunnel entities made for me by Laffete , and i am very happy with the sound, but all the sounds for the player footfall , even on the grass is to loud.
I don't want to go and re adjust all my ambient sounds, would just like to make the raw sound softer with a script.
There is a lot of settings in global to adjust the players footfall , speed , pace , and a lot more but nothing for the sound volume. why?
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 16GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11
GubbyBlips
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Posted: 5th Dec 2020 16:54
@PCS
"I don't want to go and re adjust all my ambient sounds, would just like to make the raw sound softer with a script. "
True. After all that work, a re-adjustment of some volume change via script may
throw it all off again. Not sure how it is set up. Just know there are a few sound
settings for volume; <Nothing for footfall *volume* ?>

PlayFootfallSound(type,x,y,z,lastsnd)
SetRawSoundVolume ( iID, iVolume ) >> if footfalls had an ID, would this work?
SetGameSoundVolume(v)
SetGameMusicVolume(v)
SetGlobalSoundVolume ( iID, volume )
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synchromesh
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Posted: 5th Dec 2020 18:40 Edited at: 5th Dec 2020 18:44
Are they to loud or is your ambience sound to low and your turning your volume up higher to hear it ?
If this was the case and you turn the footsteps volume down then gunshots would then be really loud.
It would be even more work to turn those down.

Im wondering because its vice versa for me. I need almost half volume to half way to hear default footsteps making stock ambience very loud.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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PCS
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Posted: 5th Dec 2020 19:25
They Are to loud, My ambient sounds is ok enough, just the footfall is to loud.
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 16GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11
AmenMoses
GameGuru Master
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Joined: 20th Feb 2016
Location: Portsmouth, England
Posted: 6th Dec 2020 14:02
Looking at the code the sound volume is hard coded to 90!

So finding the sound samples and editing them to reduce the volume is probably the only solution for now.

Also complain about it in GitHub, no sounds in the engine should have hard coded volume as that defeats the purpose of the volume sliders on the menus!
Been there, done that, got all the T-Shirts!
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PCS
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Posted: 6th Dec 2020 15:19
all ready reported to GitHub ( Footfall sound #847 )
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 16GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11
Cobbs
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Posted: 6th Dec 2020 20:42
These kinds of things are so important to be ironed out. Footfall sounds be easily mutable, changeable, etc.
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