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How Can I Raise Sound Volume?
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theDARKW0LF Offline
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Posts: 150
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Post: #1
Question How Can I Raise Sound Volume?

I have it so a script triggers a sound when I enter an area, but the sound it plays, "scare_loon_single.snt", is so very quiet, and I can barely hear it over the music I have playing on the map. Is there any way to make the sound louder?

I have one more question... Is there any way to get another one of my triggered sounds to loop for a certain amount of time? The one I'm trying to do this on is "scare_wood_creak_walk.snt", because if it doesn't loop, all you hear is one or two footsteps, and I wanna hear more than that!

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09-17-2010 02:12 AM
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MulleDK19 Offline
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Posts: 545
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Post: #2
RE: How Can I Raise Sound Volume?

(09-17-2010 02:12 AM)theDARKW0LF Wrote:  I have it so a script triggers a sound when I enter an area, but the sound it plays, "scare_loon_single.snt", is so very quiet, and I can barely hear it over the music I have playing on the map. Is there any way to make the sound louder?
You could simply copy the sounds, then make them louder in a sound editor, or turn down the music.


(09-17-2010 02:12 AM)theDARKW0LF Wrote:  I have one more question... Is there any way to get another one of my triggered sounds to loop for a certain amount of time? The one I'm trying to do this on is "scare_wood_creak_walk.snt", because if it doesn't loop, all you hear is one or two footsteps, and I wanna hear more than that!

Use timers.

[Image: 16455.png]
09-17-2010 02:21 AM
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theDARKW0LF Offline
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Posts: 150
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Post: #3
RE: How Can I Raise Sound Volume?

(09-17-2010 02:21 AM)MulleDK19 Wrote:  
(09-17-2010 02:12 AM)theDARKW0LF Wrote:  I have it so a script triggers a sound when I enter an area, but the sound it plays, "scare_loon_single.snt", is so very quiet, and I can barely hear it over the music I have playing on the map. Is there any way to make the sound louder?
You could simply copy the sounds, then make them louder in a sound editor, or turn down the music.


(09-17-2010 02:12 AM)theDARKW0LF Wrote:  I have one more question... Is there any way to get another one of my triggered sounds to loop for a certain amount of time? The one I'm trying to do this on is "scare_wood_creak_walk.snt", because if it doesn't loop, all you hear is one or two footsteps, and I wanna hear more than that!

Use timers.

Sounds simple enough, I just need to know what exactly goes into the three fields in the "AddTimer(string& asName, float afTime, string& asFunction);" string. Obviously the time goes into the middle field, but what name would I put in the first field, and what do I put in the last one? Thanks for your help!

EDIT: Oh, and would the time be in seconds? So if I put in 2 it'd play for 2 seconds?

EDIT2: It looks like I also don't know where I am to be putting the AddTimer function, under the "void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)"?

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09-17-2010 02:30 AM
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MulleDK19 Offline
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Posts: 545
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Post: #4
RE: How Can I Raise Sound Volume?

(09-17-2010 02:30 AM)theDARKW0LF Wrote:  
(09-17-2010 02:21 AM)MulleDK19 Wrote:  
(09-17-2010 02:12 AM)theDARKW0LF Wrote:  I have it so a script triggers a sound when I enter an area, but the sound it plays, "scare_loon_single.snt", is so very quiet, and I can barely hear it over the music I have playing on the map. Is there any way to make the sound louder?
You could simply copy the sounds, then make them louder in a sound editor, or turn down the music.


(09-17-2010 02:12 AM)theDARKW0LF Wrote:  I have one more question... Is there any way to get another one of my triggered sounds to loop for a certain amount of time? The one I'm trying to do this on is "scare_wood_creak_walk.snt", because if it doesn't loop, all you hear is one or two footsteps, and I wanna hear more than that!

Use timers.

Sounds simple enough, I just need to know what exactly goes into the three fields in the "AddTimer(string& asName, float afTime, string& asFunction);" string. Obviously the time goes into the middle field, but what name would I put in the first field, and what do I put in the last one? Thanks for your help!

EDIT: Oh, and would the time be in seconds? So if I put in 2 it'd play for 2 seconds?

EDIT2: It looks like I also don't know where I am to be putting the AddTimer function, under the "void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)"?

Time is in seconds, yes.

void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)
{
    float delay = 0.5; //Time between the sounds
    int times = 3; //Number of times to play the sound
    
    for(int i = 1; i <= times; ++i)
    {
        AddTimer("", delay * i, "TimerPlayTheSound");
    }
}

void TimerPlayTheSound(string &in asTimer)
{
    //Play the sound here
}

[Image: 16455.png]
09-17-2010 02:37 AM
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theDARKW0LF Offline
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Posts: 150
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Post: #5
RE: How Can I Raise Sound Volume?

(09-17-2010 02:37 AM)MulleDK19 Wrote:  
void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)
{
    float delay = 0.5; //Time between the sounds
    int times = 3; //Number of times to play the sound
    
    for(int i = 1; i <= times; ++i)
    {
        AddTimer("", delay * i, "TimerPlayTheSound");
    }
}

void TimerPlayTheSound(string &in asTimer)
{
    //Play the sound here
}

Sorry for my great lack of knowledge Rolleyes, but is this how I should have it look then?

    void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)
{
    float delay = 0.5; //Time between the sounds
    int times = 3; //Number of times to play the sound
    
    for(int i = 1; i <= times; ++i)
    {
        AddTimer("", delay * i, "TimerPlayTheSound");
    }
}

void TimerPlayTheSound(string &in asTimer)
{
    PlaySoundAtEntity("", "scare_wood_creak_walk.snt", "Player", 3, false);
}

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09-17-2010 02:45 AM
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MulleDK19 Offline
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Posts: 545
Joined: Jun 2009
Reputation: 10
Post: #6
RE: How Can I Raise Sound Volume?

(09-17-2010 02:45 AM)theDARKW0LF Wrote:  
(09-17-2010 02:37 AM)MulleDK19 Wrote:  
void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)
{
    float delay = 0.5; //Time between the sounds
    int times = 3; //Number of times to play the sound
    
    for(int i = 1; i <= times; ++i)
    {
        AddTimer("", delay * i, "TimerPlayTheSound");
    }
}

void TimerPlayTheSound(string &in asTimer)
{
    //Play the sound here
}

Sorry for my great lack of knowledge Rolleyes, but is this how I should have it look then?

    void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)
{
    float delay = 0.5; //Time between the sounds
    int times = 3; //Number of times to play the sound
    
    for(int i = 1; i <= times; ++i)
    {
        AddTimer("", delay * i, "TimerPlayTheSound");
    }
}

void TimerPlayTheSound(string &in asTimer)
{
    PlaySoundAtEntity("", "scare_wood_creak_walk.snt", "Player", 3, false);
}

Yes, but isn't 3 a little too long? You do know that's the fade-in time, right?

[Image: 16455.png]
09-17-2010 02:47 AM
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theDARKW0LF Offline
Member

Posts: 150
Joined: Sep 2010
Reputation: 0
Post: #7
RE: How Can I Raise Sound Volume?

(09-17-2010 02:47 AM)MulleDK19 Wrote:  
(09-17-2010 02:45 AM)theDARKW0LF Wrote:  
(09-17-2010 02:37 AM)MulleDK19 Wrote:  
void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)
{
    float delay = 0.5; //Time between the sounds
    int times = 3; //Number of times to play the sound
    
    for(int i = 1; i <= times; ++i)
    {
        AddTimer("", delay * i, "TimerPlayTheSound");
    }
}

void TimerPlayTheSound(string &in asTimer)
{
    //Play the sound here
}

Sorry for my great lack of knowledge Rolleyes, but is this how I should have it look then?

    void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)
{
    float delay = 0.5; //Time between the sounds
    int times = 3; //Number of times to play the sound
    
    for(int i = 1; i <= times; ++i)
    {
        AddTimer("", delay * i, "TimerPlayTheSound");
    }
}

void TimerPlayTheSound(string &in asTimer)
{
    PlaySoundAtEntity("", "scare_wood_creak_walk.snt", "Player", 3, false);
}

Yes, but isn't 3 a little too long? You do know that's the fade-in time, right?

Oh is it? I thought it may be fade-out time, guess I never paid attention, lol. What is a more suitable time to set it to?

Check out my custom stories(1)(2)!
09-17-2010 03:12 AM
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MulleDK19 Offline
Senior Member

Posts: 545
Joined: Jun 2009
Reputation: 10
Post: #8
RE: How Can I Raise Sound Volume?

(09-17-2010 03:12 AM)theDARKW0LF Wrote:  
(09-17-2010 02:47 AM)MulleDK19 Wrote:  
(09-17-2010 02:45 AM)theDARKW0LF Wrote:  
(09-17-2010 02:37 AM)MulleDK19 Wrote:  
void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)
{
    float delay = 0.5; //Time between the sounds
    int times = 3; //Number of times to play the sound
    
    for(int i = 1; i <= times; ++i)
    {
        AddTimer("", delay * i, "TimerPlayTheSound");
    }
}

void TimerPlayTheSound(string &in asTimer)
{
    //Play the sound here
}

Sorry for my great lack of knowledge Rolleyes, but is this how I should have it look then?

    void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)
{
    float delay = 0.5; //Time between the sounds
    int times = 3; //Number of times to play the sound
    
    for(int i = 1; i <= times; ++i)
    {
        AddTimer("", delay * i, "TimerPlayTheSound");
    }
}

void TimerPlayTheSound(string &in asTimer)
{
    PlaySoundAtEntity("", "scare_wood_creak_walk.snt", "Player", 3, false);
}

Yes, but isn't 3 a little too long? You do know that's the fade-in time, right?

Oh is it? I thought it may be fade-out time, guess I never paid attention, lol. What is a more suitable time to set it to?

0?

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09-17-2010 03:16 AM
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theDARKW0LF Offline
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Posts: 150
Joined: Sep 2010
Reputation: 0
Post: #9
RE: How Can I Raise Sound Volume?

(09-17-2010 03:16 AM)MulleDK19 Wrote:  0?

Right, thanks for the help!

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09-17-2010 03:20 AM
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MulleDK19 Offline
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Posts: 545
Joined: Jun 2009
Reputation: 10
Post: #10
RE: How Can I Raise Sound Volume?

(09-17-2010 03:20 AM)theDARKW0LF Wrote:  
(09-17-2010 03:16 AM)MulleDK19 Wrote:  0?

Right, thanks for the help!

No problem.

[Image: 16455.png]
09-17-2010 03:27 AM
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