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Author Topic: Sound channels?  (Read 982 times)
Squat
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« on: January 22, 2009, 11:12:01 PM »

Most of the sounds that i play in the game get shut off when another sound gets told to play. It appears to happen most often on sound samples that are added inside an FXObject once the FX is added to the world.

How can we make it so that all sounds play over each other in what one could roughly consider "a mix"?

How can we separate a music track from sound effects and speech? With separate volume sliders for each "category" of sound? Is there any kind of sample type or grouping we can use?
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Ransom
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« Reply #1 on: January 23, 2009, 02:37:04 PM »

I don't have any fx sounds right now, but I do have several separate sounds playing simultaneously with no interruptions like what you're describing.  Not sure what could be causing that...

I think there were sound classes at one point, but I've never messed around with them, nor do I know if they still exist.

If I were going to set some up by hand, I would use SaveGameVariables.  Something like...
Quote
//pseudo code


//in your menu.lay or menu.gsl
SetSaveGameVaribleInt("MusicVolume", MusicSlider'sInfo);
SetSaveGameVaribleInt("EffectVolume", EffectSlider'sInfo);

//Then in your gsl...
Sample@ music;
music.Load("music.smp");
music.SetVolume(GetSaveGameVariableInt("MusicVolume");
Sample@ effect;
effect.Load("effect.smp");
effect.SetVolume(GetSaveGameVariableInt("EffectVolume");

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Spaz
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« Reply #2 on: January 26, 2009, 05:48:49 PM »

You may have it installed already, but they've posted a patch that's supposed to fix some sound channel issues on the GC home page.  I haven't downloaded it yet so I can't tell you if it'll fix your problems.
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gekido
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« Reply #3 on: January 28, 2009, 09:16:48 PM »

what kind of sound card do you have?  the engine supports just about unlimited sounds at once (software-mixed).  Sound channels can be thought of more as 'grouping' of channels on a mixing board (ie so you can adjust the sounds of a whole bunch of samples at once). 

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Squat
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« Reply #4 on: January 28, 2009, 10:32:21 PM »

I got one of them onboard doodads. Actually, most of the sounds appear to function fine. The issue appears to be happening when you try to play the same sound twice. You have to first shut it off because it doesn't play again on another channel until the first instance of the sound is finished. I guess you would have to cycle through duplicate samples to get, say, a pickup sound that worked well even when you pick up a load in rapid succession.
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gekido
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« Reply #5 on: April 05, 2009, 05:41:54 PM »

We fixed a bunch of bugs in this regard with the project that we just finished - there were a couple of glaring issues with the sound manager and how we were handling sounds that are now corrected.   We are days away from the final 2.0 release so this should be something that 'just works' with the new release if all goes according to plan ;}
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