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FPSC Classic Models and Media / How do you make sounds fade as you walk away

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Bradmadman
14
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Joined: 17th Mar 2011
Location: Locke, NY USA
Posted: 4th Jun 2012 00:35
After a thorough search through the forums and manuals I seem to be unable to find an answer. Actually I'm surprised no one else has asked this or if they have, I just wasn't using the right search terms apparently.

Anyhow... Years ago I used to use the Pie GCS engine. Whatever sounds you put into the engine to use, would work as if in the real world. They would fade as you walked away from where you placed them or get louder as you walked toward the area. This doesn't seem to be the case in FPSC.

Is anyone familiar with how to accomplish this? I have, for example, a Billiards Hall that as you approach it, a crowd is talking, but unfortunately the sound of the crowd does not get louder as you approach nor diminish as you walk away as it should.

Thanks for any help.

Anything is possible
JLMoondog
Moderator
16
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Joined: 18th Jan 2009
Location: Paradox
Posted: 4th Jun 2012 00:46
You can use something like this to fade the music:



Bradmadman
14
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Joined: 17th Mar 2011
Location: Locke, NY USA
Posted: 4th Jun 2012 00:57
Aha! So I would just change the name to whatever wav file I'm using I assume. So my guess is that I would apply this to the trigger zone (or sound zone) I am using to initialize the sound?

Thanks for this. I am on it right now.


Anything is possible
Bradmadman
14
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Joined: 17th Mar 2011
Location: Locke, NY USA
Posted: 4th Jun 2012 01:16
Josh... just used your script. It worked awesome! Thank you very much for your help and so quickly also.


I'm wondering if there's a way perhaps to incorporate this into the engine as a permanent feature so that any sounds used in the engine would automatically handle distances.

Thanks again Josh.

Anything is possible
JLMoondog
Moderator
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Joined: 18th Jan 2009
Location: Paradox
Posted: 4th Jun 2012 05:38 Edited at: 4th Jun 2012 05:42
I know DBP use to handle 3D sound, but you need an SFX card. I'm not sure if the commands are still present, I could take a quick gander.

Edit: Yah, DBP still supports 3Dsounds. You can load a sound as 3Dsound and then set your listener position and angle based off the camera position and angle. I guess this could be added to the FPSC code, make a sound mod. I'm not sure how FPSC handles sound so I can't tell you if it's possible or if it would be too much of a hassle.

Glad the script helped out.

washburnrover
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Joined: 4th Oct 2011
Location:
Posted: 12th Jun 2012 19:07
@Josh Mooney

I agree, that's one thing (of the many issues with fpsc, though i still love it) that upset me.
It'd be fantastic if they add 3d sound to FPSC (i am just about to post an idea on how to fake it, at the cost of more ram).
Even though it'd be extremely difficult to code (i think) built-in room-acoustic/reverb sound-processing would be fantastic! (but I'm just dreaming, lol)

That Big Idea guy that can't find the time...

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