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Scale BattleVO with distance??
Posted: Sun Mar 01, 2015 2:03 pm
by Anakin
I put this in my rep_default_commando.odf. But you can hear it very loud when your team mates are under fire (the fleesound). And when playing the CIS you hear it, too. I got the tipp to scale the sound down by distance. Not sure if it is possible, but maybe someone of you know or knows an alternative solution.
Code: Select all
LowHealthSound = "snd_rc_vo_low_health"
PreparingForDamageSound = "snd_rc_vo_grenade"
FleeSound = "snd_rc_ruckzug"
Re: Scale BattleVO with distance??
Posted: Sun Mar 01, 2015 6:20 pm
by Marth8880
Sure, and you can even do it easily with a handy Lua function called ScaleSoundParameter().
[color=#FFFFFF]soundhooks.txt[/color] wrote:Code: Select all
ScaleSoundParameter(groupID, parameter, scale);
groupID : Identifies the group which contains sounds that are changed
parameter : Parameter to scale on each sound within the group. Can be one of
the following...
Gain
GainDev
Pitch
PitchDev
PlayProbability
PlayInterval
PlayIntervalDev
ReverbGain
Pan
MinDistance
MuteDistance
MaxDistance
RollOff
RollIn
RollInDistance
scale : Scale factor for the parameter
e.g
ScaleSoundParameter("weapons", "MaxDistance", 1.5);
ScaleSoundParameter("weapons", "MuteDistance", 1.5);
groupID is referring to the Group() name set in the sound property. For example, in Shepard's KillingSpree sound stream property:
Code: Select all
SoundStreamProperties()
{
Name("ssv_chatter_Shepard_KillingSpree");
Group("ssv_vo_shep");
Inherit("me5_shepard_hero_battle_chatter_template");
Gain(1.0);
Stream("vo_quick_streaming");
SegmentList()
{
Segment("ssv_shepard_killingspree01", 0.19); // Don't stop!
Segment("ssv_shepard_killingspree02", 0.19); // Keep moving!
Segment("ssv_shepard_killingspree03", 0.19); // Go! Let's push ahead!
Segment("ssv_shepard_killingspree04", 0.19); // Keep moving!
Segment("ssv_shepard_killingspree05", 0.19); // Diet Dr. Pepper!
Segment("ssv_shepard_killingspree_rare01", 0.0125); // I've taken some risks in my time but this seems crazy.
Segment("ssv_shepard_killingspree_rare02", 0.0125); // We'll bang, okay?
Segment("ssv_shepard_killingspree_rare03", 0.0125); // Problem?
Segment("ssv_shepard_killingspree_rare04", 0.0125); // I'll take it!
}
}
the Group() name is ssv_vo_shep, so I'd do something like:
Code: Select all
ScaleSoundParameter(ssv_vo_shep, MaxDistance, 0.75)
ScaleSoundParameter(ssv_vo_shep, MuteDistance, 0.75)
if I wanted to scale down the MaxDistance and MuteDistance to 75% their original values.
Re: Scale BattleVO with distance??
Posted: Mon Mar 02, 2015 5:26 am
by Anakin
Thank you for this detailed answer. Not sure what values should be good. You gave me good suggestions for the vibro and estaff values. Do you have an idea what could be good for my problem? (parameter and scale).
I just want someone to hear the sound who is about 4 or 5 meter from the speaker away. So after these 4 - 5 meter it should be 0. and from 2 to 4/5 it should scale down from 100 to 0.