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I added new sound by mod using FMOD Designer. So I can use if for my detector.

The sound plays correctly, but the problem is - sound is very loud and isn't affected by volume configuration and I can't not make it lower with script, I used this:

In lureplant script I found this:

	inst.SoundEmitter:SetParameter("loop", "size", vol)

And tried to use it to tune volume, as well as other parameters:

Here is the code:

local assets=
{
    Asset("SOUNDPACKAGE", "sound/rad_detector.fev"),
    Asset("SOUND", "sound/rad_noise.fsb"),   
}
	inst.SoundEmitter:PlaySound("rad_detector/creature/rad_noise", "rad_ping")
	inst.SoundEmitter:SetParameter("rad_ping", "intensity", 0.01)
	inst.SoundEmitter:SetParameter("rad_ping", "size", 0.01)
	inst.SoundEmitter:SetParameter("rad_ping", "volume", 0.01)

Also I tried to use other parameter names "intensity" from divining rod and "volume" (because well volume), but sound is still super loud.

What am I doing wrong?

 

P.S. I wanted to make it so loudness of sound changes if player is near certain items (like divining rod ping.)

Make sure to use the right "mix". You can see a list of all mixes the game uses in mixes.lua in the scripts folder. All green categories in the following screenshot are valid mixes.

mixes-fmod.png

Does the sound tutorial not mention this at all?

1 hour ago, Mobbstar said:

Make sure to use the right "mix". You can see a list of all mixes the game uses in mixes.lua in the scripts folder. All green categories in the following screenshot are valid mixes.

mixes-fmod.png

Does the sound tutorial not mention this at all?

this way?

testtt.png

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