Help on AudioEmitters for an Ocean
by Jacob · in Technical Issues · 12/18/2004 (9:36 am) · 16 replies
Hi everyone!
My question is about making sound for an ocean which is the length of the entire mission - 2048. I want the player to hear the ocean sound as he/she gets close to it. I'm hoping there is some way to do it without having to make many Audio Emitters next to each other so the sound is consistant throughout the width of the ocean. With just a couple of emitters I haven't figured out how to make the sound even if the player was to walk along the beach from one end to the other. I was able to accomplish what I want with about 40 emitters placed 50 units apart but it seems silly to have to do that. Thanks for any help.
My question is about making sound for an ocean which is the length of the entire mission - 2048. I want the player to hear the ocean sound as he/she gets close to it. I'm hoping there is some way to do it without having to make many Audio Emitters next to each other so the sound is consistant throughout the width of the ocean. With just a couple of emitters I haven't figured out how to make the sound even if the player was to walk along the beach from one end to the other. I was able to accomplish what I want with about 40 emitters placed 50 units apart but it seems silly to have to do that. Thanks for any help.
About the author
#2
12/18/2004 (10:24 pm)
I was told that you can set the water to have an audio emitter, can someone who knows more comment?
#3
12/19/2004 (5:18 am)
Billy, I didn't understand your suggestion...and Robert, I did notice that a water block does have a field for audio environment but after entering anything in there and pressing apply, it (the location of the sound file that was entered) dissapears. Perhaps someone who has used an ocean with sound in a game could let me know how they did it...Thanks!
#4
12/19/2004 (5:55 am)
I do not think there is an out of the box solution to your problem. The water block only takes an audioEnviorment parameter, not an audio file. I have seen maps with over 100 audio emitters, as crazy as it sounds it worked out fine.
#5
12/19/2004 (7:09 am)
Thanks Ralph...I suppose as long as there isn't a big performance hit for having so many audio emitters, it's fine with me! :) What does the audioEnvironment parameter do?
#6
Steve
12/19/2004 (7:44 am)
I have just inserted an ocean sound too. Guys... u honestly mean the the emitters dont have automatic fade in - fade out values as the player gets close or moves away??????? and if not how can we make this so???Steve
#7
Set up a long narrow trigger along the beach that oerlapps with some water.
If they enter, create an emitter somewhere near them.
If they leave, delete the emitter.
Read the EGTGE resource for a detailed explanation re spatial audio.
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5661
(url added)
12/19/2004 (8:04 am)
Use a 3d emitter with a wav file. Set up a long narrow trigger along the beach that oerlapps with some water.
If they enter, create an emitter somewhere near them.
If they leave, delete the emitter.
Read the EGTGE resource for a detailed explanation re spatial audio.
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5661
(url added)
#8
12/19/2004 (8:06 am)
But the sound will not fade in or out will it? using this aproach
#9
12/19/2004 (9:07 am)
A nice thing would be to be able to scale the audio emitter and this way whatever size you make it, that will be the source of the sound and not just the one little box. I realize that making this possible is probably more involved than just allowing the box to be scaled...but it's still on my wish list :) You could scale it horizontally across the entire width of the ocean and that way one wouldn't have to create many emitters in a row but just one. This way the fade in/out effect would be there as well. I mean the audio emitter (or it's parameters such as maxDistance...) act as a trigger already.
#10
Also i hear it when the level is loading, although i have set preload=false in the datablock?
I notice someone has update the audio facilities - a few days ago, but i do not no how to patch torque - so it is useless at this stage to me!
12/19/2004 (9:09 am)
I think the first thing confusing me - is that even though i have made the audio emitter small just to test - the ocean sound continues no matter where i am on the terrain.Also i hear it when the level is loading, although i have set preload=false in the datablock?
I notice someone has update the audio facilities - a few days ago, but i do not no how to patch torque - so it is useless at this stage to me!
#11
....Oh, and one more thing: I am not using any profiles or descriptions in the emitter, I choose all the values that I want right in the inspector/editor. Using profiles used to prevent any changes to the values made in the editor from having any effect.
12/19/2004 (9:16 am)
Stevie, I had the same issue when I used the Torque executable from the book "3D Game Programming All In One". It was resolved as soon as I used Torque 1.3. My sound used to play even way outside of the max distance.....Oh, and one more thing: I am not using any profiles or descriptions in the emitter, I choose all the values that I want right in the inspector/editor. Using profiles used to prevent any changes to the values made in the editor from having any effect.
#12
I am using 1.3 - with the new lighting pack download
12/19/2004 (9:21 am)
Right - well ur last comment makes sense - so i simply add my sound to the filename??? and then it should work?I am using 1.3 - with the new lighting pack download
#13
...I'm not sure if it's a bug that prevented changes being made if I chose a profile or just me not doing something right so if anyone has any ideas...? In any case, not using a profile and description is just fine for me for now since all the options can be chosen and changed right in the editor.
12/19/2004 (9:34 am)
Well, when you create a new audio emitter in the creator, choose "null" or a blank line for both profile and description and also leave "use profile's description" unchecked. Go ahead and create it (make sure it's 3d if you want fade in/out etc...) and then in the inspector enter the name of your sound file under "file name". That should do it!...I'm not sure if it's a bug that prevented changes being made if I chose a profile or just me not doing something right so if anyone has any ideas...? In any case, not using a profile and description is just fine for me for now since all the options can be chosen and changed right in the editor.
#14
Your way is right , the audiodatablock is build with the null option.
You get an error in the console ,but its only to ignore that one because when you restart the map you dont get any.
I always use no descriptions on the enviroment emitters.
Only if know excatly the sound behavior i use the pre defined audio blocks.
Like a churchbell or something.
12/19/2004 (9:48 am)
@JacobYour way is right , the audiodatablock is build with the null option.
You get an error in the console ,but its only to ignore that one because when you restart the map you dont get any.
I always use no descriptions on the enviroment emitters.
Only if know excatly the sound behavior i use the pre defined audio blocks.
Like a churchbell or something.
#15
I have found whether or not I have the sound preloaded, the sound will not fade in until I am at full volume for the sound, then if you move away and come back it will fade properly.
12/19/2004 (4:01 pm)
If your emitter will not fade in/out, make sure your audio file is in mono.I have found whether or not I have the sound preloaded, the sound will not fade in until I am at full volume for the sound, then if you move away and come back it will fade properly.
#16
it should be a single channel mono file , dual mono files is NOT working with the distansfalloff !!
12/19/2004 (8:15 pm)
I add to Roberts thread , it should be a single channel mono file , dual mono files is NOT working with the distansfalloff !!
Torque 3D Owner Billy L
After that place some effect wave emitters on some places.
This could be done in many ways.
I think i would do a some pre panned stereo sounds.
After that use mono files for the effects.
A hint , but i havent tried it out.