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Old 07-06-12, 05:37 PM   #4
gap
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Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by TheDarkWraith View Post
You create another type 4/100 node that has the parent of the original type 4/100 with 0 for position and rotation data. Now you set your next sound to this (it's ID). You keep adding type 4/100 nodes to the main 4/100 node for each sound you need a SoundVolume controller to work on

structure would look like this:

main 4/100 node - SoundSource, AmbientVolume, SonarTarget
|
- child 4/100 node - SoundSource, AmbientVolume, SonarTarget
|
- child 4/100 node - SoundSource, AmbientVolume, SonarTarget
|
etc.
Yep, I thought of this easy method just after pushing the "Submit Reply" button

As for hydrophone sounds, it seems we don't need to resort to the node structure you have depicted. I got several hydro-sounds linked to the very same parent node playing at once, by simply putting a SonarTarget controller after each SoundSource entry in DSD file. But, since they had different min and max radius set in sdl file, I had to sort them from the lowest (on top) to the loudest, otherwise only the loudest, the one having the highest maximum range set in sdl, was played.

P.S. as suggested by you, I've tried to switch to "Effect" the identifier of sounds whose volume I wanted to change. But something was wrong:

they started to be played in sonar room (where their volume was set to 0) while on external camera their audible range was greatly shortened (ignoring sdl ranges). On the other hand, external cam above water volume was set to .5, and this time the sound was audible, but I couldn't hear any differece with the underwater volume that was set to full (1). I am missing something, or for what I am trying to do the Effect identifier doesn't work either...
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