How Do I Attach Audio to a Characters Move Action?

Discussion in 'How Can I...?' started by Phill Mason, Sep 30, 2015.

  1. heathclose

    heathclose Miniboss Boxer

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    Oh my gosh... duh!!! I don't know why I've been so thick as to miss the "spawn rate = audio length" aspect of this whole thing... I'll try that and report back... Thank you for your patient help...
     
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  2. heathclose

    heathclose Miniboss Boxer

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    okie dokie... here is an update to the sound hack... it does have some weirdness when it spawns... some doubling and at one point I think its playing 3 versionphasing

    here are the spawn settings, the sound is in the wake slot
     

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  3. heathclose

    heathclose Miniboss Boxer

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    @Phill Mason @Andy @theseanjonathanconnor Any final thoughts on cleaning up the sound hack as seen in the previous post? It's not quite the quality I'd like in my game, but I might have to settle...
     
  4. Phill Mason

    Phill Mason Serious Boxer

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    Definitely sounds like there is more than one file playing when you first start, but sounds to me okay for the rest. Have you still got another sound attached to the character somewhere in the game that's also being triggered on wake up or idle perhaps?
    What I would try, is make your spawn rate obviously longer so you can definitely hear your sound clip stop, then gradually work backwards to the point where you think it stops, but then almost immediately starts again. At this point you'll have the spawn rate about perfect and you shouldn't hear double audio being triggered.

    Question, why do you have a "Wake Up" - distance 5.00 sec in your screenshot above? You shouldn't need a wake up on your sound trigger object at all. This might be adding something funky.
     
  5. heathclose

    heathclose Miniboss Boxer

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  6. Phill Mason

    Phill Mason Serious Boxer

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    @heathclose I just watched your video and I think it might be because you have the linear velocity of your sound object set to a + plus X value of 8.3, so the sound trigger object is staying on the screen and moving in front of your character.

    Try removing the wake up and set the linear velocity to something high like -500 (minus 500) so your sound object flies off to the left.
    As I understand it, it doesn't need to stay on screen at all, it only needs the audio clip to trigger, as per your spawn rate, so giving it a negative X value and shooting it off the screen, should remove the need for the wake up and should also stop it from triggering more than once.
     
  7. heathclose

    heathclose Miniboss Boxer

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    actually, this is the crux of the entire problem... it must stay on screen the duration of the audio file, if you look at 1:25 we're reminded that if the spawner goes off screen, so does the audio, which you can see in the 1st video i posted in this thread... I may have exhausted the limits of your hack as it stands now... unless @Andy or @TreySmith or @theseanjonathanconnor have something to add, I'm likely gonna have to settle for an ugly start for the sub sound until the first couple smooth out... it's better than no sub sound, because the silence is deafening when coins and other things are making noise (I have yet to finish adding other audio elements), but it's not quite the quality I would like to release... Do you think the imperfection is better than silence?
     
  8. Phill Mason

    Phill Mason Serious Boxer

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    Think you might be right. I think it's because we're using this hack under slightly different circumstances and I'm sure this is complicating things. I'd roll with what you have and get it out there :)
     
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