My map has 4 different areas with unique environments in each. I'd like to have unique ambient sounds for each area. Is it possible to have soundstream regions overlapping and still work correctly? I remember reading somewhere that it might not be, but I want to make sure.
If not, what would my solution be?
Multiple soundstreams?
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LRKfm946
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Marth8880
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Re: Multiple soundstreams?
Yup, totally possible. Just have two instances of your OpenAudioStream line in your LUA like so:
Fun fact: I figured this out only a few days ago when I was playing around with sound streams in my Pioneer Trails map. 
Code: Select all
OpenAudioStream("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_s_COR_Streaming.lvl", "cor1")
OpenAudioStream("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_s_COR_Streaming.lvl", "cor1")-
LRKfm946
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Re: Multiple soundstreams?
Awesome, thanks!
If only I could get my sounds to work in the first place
EDIT: In my map I have random sky effects (normal, night, and rain) and I'm trying to disable the rain stream for the other two skies like so:
Whenever I load the map, the rain sounds aren't disabled, and I get this error:
I tried moving the stream to the conquest layer and changing its name, but that didn't work. Any suggestions?
If only I could get my sounds to work in the first place
EDIT: In my map I have random sky effects (normal, night, and rain) and I'm trying to disable the rain stream for the other two skies like so:
Code: Select all
function weather()
WeatherMode = math.ceil(GetRandomNumber()*3)
if WeatherMode == 2 then
ReadDataFile("dc:HGS\\HGS_sky.lvl", "rain")
elseif WeatherMode == 3 then
ReadDataFile("dc:HGS\\HGS_sky.lvl", "night")
DeactivateRegion("GlobalAmb_rain")
else
ReadDataFile("dc:HGS\\HGS_sky.lvl", "norm")
DeactivateRegion("GlobalAmb_rain")
end
endCode: Select all
Message Severity: 2
.\Source\ActiveRegion.cpp(186)
Region "GlobalAmb_rain" not found-
Marth8880
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Re: Multiple soundstreams?
Easy. Just put each soundstream region in its respective weather variation's layer. 
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LRKfm946
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Re: Multiple soundstreams?
I don't have a world layer for each weather mode, I'm using sky lvls instead (I did this: viewtopic.php?f=27&t=18429)Marth8880 wrote:Easy. Just put each soundstream region in its respective weather variation's layer.
I have one soundstream region for the rain currently located in the conquest layer of the world. It was originally in the SoundStream layer but I thought moving it might work.
I should add that several other regions are giving me trouble, including damage regions and rainshadow regions. I tried activating the damage region via lua and said region not found again. All of the rainshadow regions are grouped together, and some of them work, some don't.
(I just looked at some stock map files for reference and all the rainshadow region types are RainShadow1, RainShadow2, etc. instead of just rainshadow. I also left out the scale parameters of the damage region, but I don't think that would cause the region not to be loaded or whatever. I'll try those fixes and report back later on it.)
- yuke5
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Re: Multiple soundstreams?
Awww man. This would have been so useful for Skyline. Oh well. I can still use it for Kashyyyk: Village!Marth8880 wrote:Yup, totally possible. Just have two instances of your OpenAudioStream line in your LUA like so:
Fun fact: I figured this out only a few days ago when I was playing around with sound streams in my Pioneer Trails map.Code: Select all
OpenAudioStream("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_s_COR_Streaming.lvl", "cor1") OpenAudioStream("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_s_COR_Streaming.lvl", "cor1")
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AQT
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Re: Multiple soundstreams?
You'll need to create and utilize those layers, in addition to using sky .lvl files. This explanation here might help: viewtopic.php?p=447781#p447781LRKfm946 wrote:I don't have a world layer for each weather mode, I'm using sky lvls instead (I did this: viewtopic.php?f=27&t=18429)Marth8880 wrote:Easy. Just put each soundstream region in its respective weather variation's layer.
I have one soundstream region for the rain currently located in the conquest layer of the world. It was originally in the SoundStream layer but I thought moving it might work.
