musilowski
03-02-2009, 07:04 AM
I'm using Kismet to play a light hum on my light meshes (which I have a lot). The sound plays fine, but is getting silenced on random meshes I apply it to using the "Play Sound" action. (I use this to make it easier for me. Placing hundreds of AmbientSound actors would be a pain in the ass...)
Here's a screencap of my sequence:
http://img502.imageshack.us/img502/8026/lighthumseq01.jpg
(Object lists, which have the amount of objects in parenthesis.)
I tried PIE, and uncooked in the game itself, and I will see if cooking fixes it once I get to it. It's not noticeable if you do not know it's there and concetrate more on battling or something else, but I'd like it to work flawlessly for the people who love immersion and good ambience in levels.
I tried with and without bots, and it seems that bots have something to do with it... Without bots they seem to work, but when I add some bots, some of the meshes (random, no exact meshes which don't work) stop giving a sound.
I've increased the MaxConcurrentPlayCount in the cues I use for the sounds, so that is not the problem, unless there is a hard coded limit I don't know of.
Another question, how hard will this setup hit the perfomance? I noticed no drop in FPS or the like, but I'm affraid too many sounds playing could slow down older computers a bit.
Thanks in advance. :)
Here's a screencap of my sequence:
http://img502.imageshack.us/img502/8026/lighthumseq01.jpg
(Object lists, which have the amount of objects in parenthesis.)
I tried PIE, and uncooked in the game itself, and I will see if cooking fixes it once I get to it. It's not noticeable if you do not know it's there and concetrate more on battling or something else, but I'd like it to work flawlessly for the people who love immersion and good ambience in levels.
I tried with and without bots, and it seems that bots have something to do with it... Without bots they seem to work, but when I add some bots, some of the meshes (random, no exact meshes which don't work) stop giving a sound.
I've increased the MaxConcurrentPlayCount in the cues I use for the sounds, so that is not the problem, unless there is a hard coded limit I don't know of.
Another question, how hard will this setup hit the perfomance? I noticed no drop in FPS or the like, but I'm affraid too many sounds playing could slow down older computers a bit.
Thanks in advance. :)