Esteemed sound-aficionados!
It´s been days (of nights) that I am painfully loosing at the script-war. I seem to overlook something. Also I read here (and on GitHub) that 3D-positioned sound was "messed up" some time earlier this year in GG Classic, leading to the instruction to use '70' as the maximum level of volume instead of '100'. Now if you look at the different scripts that float around here in this forum there is absolutely NO coherence regarding the maximum volume. One script uses '110', another is at '100'. And ONLY on github you can read about using '70'.
What I need to be able to do:
a) - Attach a MONO WAV (16 Bit / 44.1 KHz) of several seconds (around 7-10s) length containing the erratic babbling of a broken android character (AI 3) in a loop. It should get louder when I approach the character and fade away when I go away etc. - In the ideal game engine world this is of course 3D-positional.
b) - Attach a MONO WAV (16 Bit / 44.1 KHz) of similar length on an animated decal-entity representing some electric bolts flickering and doing a dangerous electrical sound.
Both these objects stay around 1000 units close to a crashed spacecraft in my game-prototype.
My problem is that there is no consistency on how those scripts react and work. Some rare times they work both (super rarely, almost never). Most of the time the sound of the "babbling character" will start FULL VOLUME if I use the existing REALSOUND.LUA or SOUNDBINAU.LUA-scripts, then get almost unhearable when you are very close. Suddenly it works one one of both objects, then it doesnt.
At least I managed to play my game-music in the background at playerstart at the same time while running the game.
Questions:
1. Should I use 70 or 100 for Maximum Volume for the mentioned scripts? And is this really dB (I know the logarithmic character of decibels - there are very nicely layouted diagrams which
illustrate dBs perfectly)
2. (Very silly question): Do I have to use differently names of variables for scripts used by DIFFERENT entities? For example: Do I have to use "PlayerDist1" and "PlayerDist2" in each of two scripts? Wouldn´t they conflict if I use "PlayerDist" in all soundbinau.lua-scripts?
3. Characters don't have sound-slots, they use "soundsets" and those are numbered 1,2,3,4 instead of 01,02,03,04 (How uttely confusing). WHERE the heck do I place the WAV-file for the MAIN AI-script to find it?
Seriously. I am really thankful for any help. How are you guys dealing with sound? I mean "looped" sounds for humming machines, fires, waterfalls, churches etc. are a complete necessity, but I don´t see you guys complaing here about it NOT WORKING. This confuses me a lot. Are you all waiting for GG Max to finish your prototypes of GG Classic? And then how did PROTASCOPE come to existence, it sounds nicely done.
Where is the official information about the sound-system, the decibels (volume) etc.? How did AmenMoses find out that there are three sound-systems in GG Classic?
Thanx in advance for any help. And then tons of it! /.-)
Robert