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  • replied
    I know it's been a while but I thought I should post this..

    Seem to have figured out why my sounds fade even though I'm right next to my gun. The game positions the players sound in the middle of the map, and if you move from the canter, the sound starts to fade away. The odd thing is, whenever I remove the distance crossfade, the sound works just fine . Wish i knew how to fix it, but I'm not counting on it anytime soon..

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  • replied
    I'll try it!

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  • replied
    i might have solved it, works for me it the moment (fingers crossed)
    in the Content Browser
    right click on the Sound Cue
    Sound Classes: Master > SFX > Cinematic

    maybe you could try Weapon > WeaponBulletEffects

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  • replied
    hm.. I'll have to look into that, thanks!

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  • replied
    i am using a trigger that brings up a UI and plays the music
    ive tried everything on kismet
    perhaps i can do it with matine?

    xXSLAD3Xx
    i found this in soundclass.uc
    /** Whether to artificially prioritise the component to play */
    var() bool bAlwaysPlay;
    must be of some use but i dont know what or how

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  • replied
    How are you adding the music to your level? Is it a constant background tune or an event track which is triggered to play?

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  • replied
    no im just using the standard udk weapons and weapon sounds
    all i want to do is play some music without it getting interupted

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  • replied
    Are you guys using kismet to trigger your sounds when you fire a weapon? :0

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  • replied
    i have been looking for a way to give certain sounds priority over the others
    but it seems you cant do this
    its broken if you ask me

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  • replied
    Okay, that didn't work either..

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  • replied
    I can also for some reason here all the distant sounds, especially on the desert eagle.. But never the main sounds.. The distant sounds were all mono as well.

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  • replied
    I'm gonna try converting allof the sounds to mono. Because I had a sound for a minigun, and a sound for bullet whip that were mono, that I am always able to hear for some odd reason, so.. Guess I'll try that

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  • replied
    oh i didnt realise you are talking about weapon sounds
    it seems to me that the udk sound system is all messed up and doesnt work properly
    if anyone knows any better you are very welcome to join in

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  • replied
    What do you mean by AmbientSound? Do you mean I should placeone in my map?

    If so, I would do that, but I use them for the weapons, and the sounds are called through script, so I don't think I can. However, if anyone knows of a way to do that, then I'm all ears! (Or eyes.. Can't hear people type..)

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  • replied
    Formerly, the distance crossfade node was used to apply a low pass filter for sounds at distance (the dry sound was mixed with a low pass filtered version of the same sound). However, all platforms now support attenuation with a low pass filter meaning the filtered version of the sound is no longer required. http://udn.epicgames.com/Three/AudioSystem.html
    try using an AmbientSound

    i also have problems with sound, there doesnt appear to be much info about it
    i have a large outdoor map
    im trying to play a music track but it cuts out random footstep and gun sounds and randomly restarts and stops the music
    it doesnt matter if i use an AmbientSound in the level(togglable or not), Play Sound or a Music Track in Kismet
    Play Sound Node and Set Sound Mode doesnt do anything
    im also using silent movie textures and wondering if these take a sound channel for each object that uses it?
    but it appears nobody knows anything about sound in udk
    oh if only vst was supported
    its supposed to be 32 channel but i cant get more than 3 or 4 sounds to play at once

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