Audio Emitters
by Louis Dufresne · in General Discussion · 01/02/2004 (11:43 am) · 75 replies
I am trying to place an audio emitter in my world. While the emitter is there, no sound plays when I come near it. I load up the world editor and simply click on the sound box and then the emitter starts to play. Anyone know of a way to fix this? Ive tried everything I can possibly think of.
About the author
#22
I have no problems with the emitters and audio.
Think this is a problem with some low budget soundcards only.
So i only try to give some help :)
-Billy
01/30/2004 (10:24 am)
RobertI have no problems with the emitters and audio.
Think this is a problem with some low budget soundcards only.
So i only try to give some help :)
-Billy
#23
Anyway though, I moved the handle declaration up into the trigger datablock, so it shouldn't be creating it multiple times now. Thanks for the help though.
01/30/2004 (5:22 pm)
Huh nope. I can hear it start to play for a split second, but then nothing. Have to define it as a datablock to even get that. Weird too, since I've seen the function work fine in other parts of the code for the player sounds. Anyway though, I moved the handle declaration up into the trigger datablock, so it shouldn't be creating it multiple times now. Thanks for the help though.
#24
01/31/2004 (5:22 am)
Paul have you tried any other openAL drivers ?
#25
01/31/2004 (11:23 pm)
Yeah I downloaded the latest stable build a few days ago...
#26
04/12/2004 (12:04 pm)
Just wanted to say that my configuration dont work either and it looks much like Billy ScE posted. It has nothing to do with the sounddrivers.. everything else works great and it's a generic Sound Blaster one.
#27
04/12/2004 (12:47 pm)
Yep, AudioEmitters seem to be horribly broken since like ... years :((
#28
I don't know but I would personally pay anyone that could bring a fix to this. :S
My email is in the profile if anyone is interested in details.
04/13/2004 (12:20 am)
That's just sad :/ We were working to bring a demonstration of our game out this week but since no one on our team has a clue how to fix this it's halted our progress, needless to say.I don't know but I would personally pay anyone that could bring a fix to this. :S
My email is in the profile if anyone is interested in details.
#29
All my emitter sounds are working really good.
I use a sblive 1024,i hear all directions and all cutoffs works
without no problem.
I hade huge problems before, but it was when i made the effect sounds in stereo.
Now i have both , mono sounds for fires and stuff.
And stereo sounds where i have made my own panning and effects.
The only thing i dont have to work its the materialmapping changing sounds.
04/13/2004 (4:08 am)
What is the problem ?All my emitter sounds are working really good.
I use a sblive 1024,i hear all directions and all cutoffs works
without no problem.
I hade huge problems before, but it was when i made the effect sounds in stereo.
Now i have both , mono sounds for fires and stuff.
And stereo sounds where i have made my own panning and effects.
The only thing i dont have to work its the materialmapping changing sounds.
#30
I dont use the profile and the description because i want
to hear what im doing.
So when i place an emitter i have the above on NULL.
After that i save the map and restart it and it works without no problem.
I only use the descriptions when i want a speciell effect like
a door opens or simular ,not for the looping audioemitters.
04/13/2004 (4:32 am)
Here is an campfire example from one of my emittersnew AudioEmitter(firesound1) {
position = "106.607 -373.824 149.021";
rotation = "1 0 0 0";
scale = "1 1 1";
fileName = "~/data/soundfx/campfiremono.wav";
useProfileDescription = "0";
outsideAmbient = "0";
volume = "1";
isLooping = "1";
is3D = "1";
referenceDistance = "2";
maxDistance = "15";
coneInsideAngle = "360";
coneOutsideAngle = "360";
coneOutsideVolume = "1";
coneVector = "0 0 1";
loopCount = "-1";
minLoopGap = "0";
maxLoopGap = "0";
type = "2";
MinDistance = "5";
};I dont use the profile and the description because i want
to hear what im doing.
So when i place an emitter i have the above on NULL.
After that i save the map and restart it and it works without no problem.
I only use the descriptions when i want a speciell effect like
a door opens or simular ,not for the looping audioemitters.
#31
Thanks for posting the snippit :)
I have already tried what you posted.
However, the console gave me a few errors. Just like before.
These are what my problem probably is.
Makes any sense? Not to me, that's for sure :P
And yes yes yes, they are all mono and 16bit .ogg files.
04/13/2004 (6:04 am)
Billy SCE: Thanks for posting the snippit :)
I have already tried what you posted.
However, the console gave me a few errors. Just like before.
These are what my problem probably is.
Quote:
AudioEmitter::update: failed to create source!
AudioEmitter::onAdd: client failed initial update!
Makes any sense? Not to me, that's for sure :P
And yes yes yes, they are all mono and 16bit .ogg files.
#32
if you reload the map it works.
atleast for me :)
I tested this in the torque demo and it works fine.
Tested both ogg and wav files.
With the openal32.dll that is included in the demo.
Its very strange its not working for you ??
04/13/2004 (7:22 am)
Ye you get thoose errors when you place it,butif you reload the map it works.
atleast for me :)
I tested this in the torque demo and it works fine.
Tested both ogg and wav files.
With the openal32.dll that is included in the demo.
Its very strange its not working for you ??
#33
Ah well, back to debugging.
Thanks for the help man.
04/13/2004 (9:53 am)
For me it comes up even when I re-enter :)Ah well, back to debugging.
Thanks for the help man.
#34
04/14/2004 (11:13 am)
You probably have a alxstopall() when the mission is loading. Find that line and comment it out, I bet your emitters will work again.
#35
any idea how to fix this is greatly appreciated :)
(currently, we are using ogg files... and yes, they are mono etc.)
04/14/2004 (11:25 am)
Well, Auidoemitters are *playing* for us, but as soon they are triggered, they never ever stop again and keep playing until you end the mission, no matter how far you are away... so if you have like 10 emitters and trigger all of them, it gets really noisy... :Pany idea how to fix this is greatly appreciated :)
(currently, we are using ogg files... and yes, they are mono etc.)
#36
04/14/2004 (4:40 pm)
AlxPlay() is a clientside function. You will want to use ServerPlay3D(%profile, %trigger.getTransform()); for your trigger function. This is why it is not working properly for you. Use serverPlay3D not AlxPlay.
#37
This can only be a problem with the soundcard or the soundfile.
I downloaded the latest head and placed a Audioemitter on the
map ,it works without no problems.
I can hear the direction,and the level goes down to zero when i reach the outerlimit of the emitter.
So tell me how you convert your files to mono becuase if you use a stereo file you get thoose problems Beffy talking about .
04/14/2004 (5:57 pm)
Can someone send up a mono file.This can only be a problem with the soundcard or the soundfile.
I downloaded the latest head and placed a Audioemitter on the
map ,it works without no problems.
I can hear the direction,and the level goes down to zero when i reach the outerlimit of the emitter.
So tell me how you convert your files to mono becuase if you use a stereo file you get thoose problems Beffy talking about .
#38
This is not about triggers mate.. it's about emitters.
Manual triggers are possible the way you describe, but not an emitter.
Robert
You sure? Again, I was talking about emitters. ;)
04/15/2004 (12:34 am)
RalpThis is not about triggers mate.. it's about emitters.
Manual triggers are possible the way you describe, but not an emitter.
Robert
You sure? Again, I was talking about emitters. ;)
#39
04/15/2004 (6:26 pm)
Yes. I was referring to emitters that make no sound once you go into the map. Unless you click on them in the editor.
#40
04/15/2004 (7:35 pm)
Sounds like the path to the ogg file is incorrect, in that it is too long or too short. Try opening the mis file in a text editor and changing the path to the ogg file one directory less then what is listed. This was a known problem in Tribes 2 where the editor would insert the wrong path to the sound file (path depth too deep).
Robert Brim
You shouldnt be making triggers to get a sound on a map. You should jsut be putting them in a map and they work.