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Sound through sfx emitter

by David De Bels · in Torque Game Engine Advanced · 01/26/2009 (1:21 pm) · 8 replies

Can anyone point me to a tutorial to get background music that can be heard on the entire map to work with a sound emitter. Everything I can find is for TGE, I tried that and I can't hear a thing.

Thanks in advance.

#1
01/27/2009 (9:56 am)
Hmmm, I added a soundemitter as text in the mission file, copied from the Stronghold demo and that one seems to work.
#2
01/27/2009 (2:34 pm)
Why does it need to be a sound emitter? Usually you would play that as a 2D sound, which you specify in the sound description, and then play on the client side.
#3
01/28/2009 (10:51 am)
What about 3D sound then? When I want to do that with a sound emitter, all settings are exactly like one of the example projects. When I get in range of the 3D sound I can hear the sound playing but at full volume. And when I leave the range of the file, it just keeps playing at full volume.
#4
01/28/2009 (10:55 am)
From your first description it sounded like you might have really wanted a 2D sound, but maybe not... Unfortunately I don't have any experience using sound emitters...
#5
01/28/2009 (12:02 pm)
@David - The sound emitters changed in TGEA 1.7 from all prior versions of Torque... you won't find a TGE tutorial to help you here.

Start Torque and load your mission then fire up the mission editor. Select Window->World Editor Creator from the menu. From the creator window look in Mission Objects and select SFXEmitter.

For a 2d sound select an audio file and uncheck "is 3D Sound" and hit Ok.

#6
01/28/2009 (12:17 pm)
I got the 2D sound to work but now the 3D sound is the problem, my previous post says what the result is.
#7
01/28/2009 (4:48 pm)
@Tom, i don't think you understand his question correct.
This is the situation (i'm in his group):
We want 3D sounds in our level.

When we add a SFXEmitter, choose a sound, select is3D, repeat=true, etc..
and place that somewhere in the level, this is what happens:
when we come close to the sound (in de range), the sound starts playing (at full volume), but when whe go far from the sound (out of the range), the sound is still playing (when it should stop).

This is not how a 3D sound should act like. It should play at low volume, and become louder when coming closer to the 3D sound position.
AnyOne know a solution for this. We only have 1 day left for finishing our game.

Thank you

EDIT: we are using TGEA 1.7.1