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Author
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Topic: Disabling sounds
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Nat JAG
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posted 04-16- 10:49 PM
is it possible to stop sounds happing from parts that usualy always have a sound? I tried changing the obSoundRoute for a part to a folder with no sound listed but then it reverts to parfile sound by the looks of it.I know most want to add sounds, but I need to stop some, anyone know how? Thanks guys ~Nat~
------------------ =V67th= "Naturlich" "SDOE... What and where would you like to fly today?" http://members.nbci.com/naturlich/index.htm </B> IP: Logged |
Raider Pilot
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posted 04-16- 11:14 PM
Nat, one way is to record silence and name the recording the name of the sound you do not want to hear. This is used on Dirk, since his head is really a turret, every time he would move his head you heard the grind of the turret (could have been a stiff neck) If you look at the sound folder for the DVII you will see TurretTurn.wav, this is the sound of silence hope this will help.IP: Logged |
Nat JAG
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posted 04-17- 04:31 PM
Thanks Raider, but I don't think this will work for what I need, although it does give me something to try. The problem is overloading the sounds in SDOE, there's a hidden limit on the number that can be played at once, so even if it plays silence it still plays and therefore overloads the sounds limit in short, having a multiple engine setup as I use for DM, each engine plays a sound. I need to stop all but 1 to solve the problem.IP: Logged |
FarmerJoe Pilot
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posted 04-17- 10:59 PM
Ummm okay I don't mess with sounds much here...What are you trying to do exactly bubby? It's apparent that you guys know how to change sounds to different sounds. I do not understand however, what you mean by overloading the sounds. What you could do instead of recording silence if just creat some blank file and name it whatever.wav It's just theory, but at least the game won't sit there and try to play it over and over it will just see it as" Open File, Play File (file has nothing), close". Is that helping any? That would be better than recording silence because in computer language it would look like this.<file header> <file info> /0 /0 being the NULL terminating zero so if you have created a blank file it should not affect the sound engine in SDOE and open and close the file with a quick pimpness. Hope that helps. ------------------ So many things so little time FarmerJoe IP: Logged |
Nat JAG
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posted 04-18- 01:58 AM
here's the problem more exactly with an example:Example: DM Test mission, 3 B17f vs 5 La-7 Total number of engine sounds running at one time: 42 Problem: SDOE can't play 42 sounds at once, so the gun sounds don't get played, and in playing so much sound FR is affected. It seems there is a limit to the number of sound events that SDOE can use, but even so, 42 engine sounds are a few to maney even if it could  Shortening the engRub sound doesn't help, neither would playing a quiet sound since we're talking about a sound event limit. I've tried routing the sound to a new folder with a none exhistant sound using obSoundRoute, this didn't help. I've also tried giving the engines I need to remove the sound from a totaly new sound event using (sndEngineRunSgl "sndNone") and this didn't work (I tried this in the past because in adding new sounds i found that it the sound didn't exhist, or the sound route was wron, then no sound at all, was played) The Big problem though is that I daren't blank the sound for all engines, I must have atleast 1 engine sound working and the others with no sound, so I gues the trick is to point the other engines to a blank sound... but then, there's the problem lol Thanks for the answers though, I will look at creating an completly empty wave and see if I can point the engines to it, it's worth a shot! IP: Logged |
Bryan Russell Pilot
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posted 04-18- 03:42 AM
A empty sound probably won't help, the engines use sounds based on the string id in the strings.ppf file, and this effects all engines, so thats not an option either.It would be fairly trivial to add a property to no play engine sounds for a particular instance of the engine class, but IMO, this is just hacking the WOFTLOOP ( Work Around for the limitaitons of OpenPlane , I really didn't want to call your engine a hack ) There may be other instances where disabling sounds is useful, but in this particular case I believe the better solution is to work out what needs to be done in code to achieve your DM goals. Even if we do sort out the sound issue, OP is object count limited in some respects, and objects like the engine that have a few physics calcs in the background that would probably be better off being performed once rather than 6 times. On the sound issue, for things like the B17 and other multi-engined aircraft, there was a start at a multiengine sound which would cut the required sound channels from 4 to 1 per 4 engined aircraft for example. There are lots of issues with this, and needs lots of thought, but the point is that there is lots of room for improvement sound wise. ------------------ Wings with Wires Go here for info about the Unofficial Patch [This message has been edited by Bryan Russell (edited 04-18-2001).] IP: Logged |
wakeup tailgunner JAG
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posted 04-18- 05:04 AM
There is a better solution, but i still can't get it to work.The multi engine can be replaced with a parent child setup, but I have tried every way I know to make this work and failed every time. Bryan, I know you explained some of the details, but I can't translate this into practice. Can ANYONE mail me a plane with this working so I can reverse engineer it! I need to build a setup where you can shoot the 'parent' object, and cause NO DAMAGE, but you can shoot the child objects, and CAUSE DAMAGE TO THE PARENT. Damage to the child drives the damage effects. The result should be: Parent holds engine code, and gradual power loss Child objects are 'cylinders' etc. and trigger smoke trails and additional functions such as SFC changes. Damage passed up the chain does the power loss. This allows multiple cylinders to take hits without the risk of an obProb UPPING power when another cylinder is hit. Theory holds good..practice fails IP: Logged |
Bryan Russell Pilot
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posted 04-18- 01:04 PM
You could possibly have a obNoCollide on the parent and it might still take damage from the children through the damage chain.You are going to need the children to take damage, so in this case 30% of the damage force will be passed up to the parent, which you will have to allow for in terms of damage code. The children should still take the full force of the damage. ------------------ Wings with Wires Go here for info about the Unofficial Patch IP: Logged |
Nat JAG
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posted 04-18- 01:44 PM
Bryan, I did some testing on WTG's problem when we talked about it, the thing I found is that adding obNoCollide to the parent means all it's children becane obNoCollide aswell. I know that doesn't sound right, but I tested by putting the parts in question well above the aircraft to make them easy to hit and clearly visible, but in slew mode I couldn't hit any of the children after adding no collide to the parent  The way I stopped the parent taking bullet hits was to remove it's inertia properties. On the sounds problem, the best way would be to have some new obProto objects so that we can actualy build engine cylinders rather than having to use low powered engines instead. But since we don't have that, this was to only way to make an engine with parts that take damage. Eitherway, without being able to remove the sound from them is creating problems  oh, I don't mind it being called a Hack Bryan all a hack realy is, is being innovative with current code  I'll post some thoughts in the Patch message board IP: Logged | |