Dudedude Posted May 9, 2015 Share Posted May 9, 2015 I've followed all the criteria, and his voice is 100% audible, but it is TOO audible. You could stand a world away and still hear another person who is playing as him get hit or examine something. Is there a way to make it where the sound only plays to a general area, like the rest of the characters? (Note: I have referred to mods who are able to get it working but I am not sure how they do it. Perhaps it is in the audio files themselves? No idea.)Help is greatly appreciated, and thanks.-Dudedude Link to comment Share on other sites More sharing options...
Dudedude Posted May 17, 2015 Author Share Posted May 17, 2015 Bump Link to comment Share on other sites More sharing options...
DarkXero Posted May 18, 2015 Share Posted May 18, 2015 What tutorial did you follow?Maybe you could use the mods you said you know, to get templates to make your sounds? Link to comment Share on other sites More sharing options...
Corrosive Posted May 18, 2015 Share Posted May 18, 2015 @Dudedude, You used FMod yes? You typically want to apply the "basic3doneshot" template to each of your sounds. You can set that at the bottom of the properties panel after you click on a sound event. At minimum, you need to set the properties (these are the defaults from that template):Mode = 3d3D position = world relative3D max distance = 30 <-- change this if you want the sound to cut off closer or farther3D min distance = 3 Link to comment Share on other sites More sharing options...
Dudedude Posted May 23, 2015 Author Share Posted May 23, 2015 (edited) @Dudedude, You used FMod yes? You typically want to apply the "basic3doneshot" template to each of your sounds. You can set that at the bottom of the properties panel after you click on a sound event. At minimum, you need to set the properties (these are the defaults from that template):Mode = 3d3D position = world relative3D max distance = 30 <-- change this if you want the sound to cut off closer or farther3D min distance = 3 Can you show me a picture of this template? When I scroll down it says "Use template" but when I click on it, it says "no template"....When I click on the browse icon, what's supposed to pop up, because all it says is "no template"EDIT: I got the template from an old don't starve tutorial mod... and applied it to mine. Sadly, the voice, for some strange reason, does not play. But everything seems to be in order. It also says template not found when hovering over the locks... what does this mean, and where do I get the actual template?Also, these are my properties. Is there anything wrong here?EDIT: Okay, I followed the instructions carefully. However, his voice doesn't even play anymore... why is this? Everything seems to be in order, I put the template in its respective location and the program acknowledges that. Is it something to do with the categories? Edited May 23, 2015 by Dudedude Link to comment Share on other sites More sharing options...
Corrosive Posted May 23, 2015 Share Posted May 23, 2015 @Dudedude, Whoops, I meant to reply to this and got that bug where I have to click 'Post' twice for it to actually submit. IDK why whenever people post screenshots or logs on here, they tend to trim them to only the tiniest slice of data that they think we might want O.o On the left of the properties panel, your sounds are displayed in the playlist? Do they play successfully when you select them and click the play button? Was setting the template the only change you made? Or did you also change other information at the same time? The categories should not matter (AFAIK-- I have not tried using them, I don't think...) They are mostly a way to organize sounds in large projects. The placement in "groups" does, though. Are you using a fresh .fdp to create these or are you using that big ~14Mb one that was provided for people who wanted to replace existing sounds? (Either will work when configured correctly) What is the sound path you are specifying from within your .lua files? Have you configured any banks on the "Banks" tab of your FMod project? Link to comment Share on other sites More sharing options...
Dudedude Posted May 24, 2015 Author Share Posted May 24, 2015 @Dudedude,Whoops, I meant to reply to this and got that bug where I have to click 'Post' twice for it to actually submit.IDK why whenever people post screenshots or logs on here, they tend to trim them to only the tiniest slice of data that they think we might want O.oOn the left of the properties panel, your sounds are displayed in the playlist? Do they play successfully when you select them and click the play button?Was setting the template the only change you made? Or did you also change other information at the same time?The categories should not matter (AFAIK-- I have not tried using them, I don't think...) They are mostly a way to organize sounds in large projects. The placement in "groups" does, though. Are you using a fresh .fdp to create these or are you using that big ~14Mb one that was provided for people who wanted to replace existing sounds? (Either will work when configured correctly)What is the sound path you are specifying from within your .lua files? Have you configured any banks on the "Banks" tab of your FMod project?So many questions O_oWell, here's what I can provide you with:This is everything that I believe you would deem important in the program... can you find anything immediately wrong? Link to comment Share on other sites More sharing options...
Dudedude Posted May 24, 2015 Author Share Posted May 24, 2015 @Dudedude,Whoops, I meant to reply to this and got that bug where I have to click 'Post' twice for it to actually submit.IDK why whenever people post screenshots or logs on here, they tend to trim them to only the tiniest slice of data that they think we might want O.oOn the left of the properties panel, your sounds are displayed in the playlist? Do they play successfully when you select them and click the play button?Was setting the template the only change you made? Or did you also change other information at the same time?The categories should not matter (AFAIK-- I have not tried using them, I don't think...) They are mostly a way to organize sounds in large projects. The placement in "groups" does, though. Are you using a fresh .fdp to create these or are you using that big ~14Mb one that was provided for people who wanted to replace existing sounds? (Either will work when configured correctly)What is the sound path you are specifying from within your .lua files? Have you configured any banks on the "Banks" tab of your FMod project? NEVER MIND, I FIGURED IT OUT! Gosh I'm stupid..... I put "character" instead of "characters" in theevents tab. Works a charm now, thank you so much for being patient! Link to comment Share on other sites More sharing options...
Corrosive Posted May 24, 2015 Share Posted May 24, 2015 @Dudedude, "Glad you could help!" Link to comment Share on other sites More sharing options...
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