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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
AmbientSound volume
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
AmbientSound volume
In the AmbientSound code, it says "Ambient sound, sits there and emits its sound. This class is no different than placing any other actor in a level and setting its ambient sound." However, it's clearly not the case. Try placing a light and then setting its ambient sound to something, and then try placing an AmbientSound actor and do the same thing. You can even match their volumes and such, but either way you will notice that an AmbientSound is much, much louder! Why is there a difference? Specifically, why Light's AmbientSound setting even on highest volume is so low?
- .:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: AmbientSound volume
Ambient sound volume is multiplied by light brightness.
i.e FMod:
[code] float Brightness=1.0;
...
if(PlayingSounds[j].Actor->LightType != LT_None)
Brightness = PlayingSounds[j].Actor->LightBrightness/255.0;
...
FSOUND_SetVolume(i,SoundVol(Listener.Origin,Viewport->Actor,PlayingSounds[j].Actor->Location,PlayingSounds[j].Volume*Brightness,PlayingSounds[j].Radius,(!GIsEditor && bSoundAttenuate),PlayingSounds[j].FadeRate));[/code]
i.e FMod:
[code] float Brightness=1.0;
...
if(PlayingSounds[j].Actor->LightType != LT_None)
Brightness = PlayingSounds[j].Actor->LightBrightness/255.0;
...
FSOUND_SetVolume(i,SoundVol(Listener.Origin,Viewport->Actor,PlayingSounds[j].Actor->Location,PlayingSounds[j].Volume*Brightness,PlayingSounds[j].Radius,(!GIsEditor && bSoundAttenuate),PlayingSounds[j].FadeRate));[/code]
Last edited by .:..: on Tue Nov 16, 2010 2:14 pm, edited 1 time in total.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- Bleeder91[NL]
- OldUnreal Member
- Posts: 1062
- Joined: Sun Oct 04, 2009 7:22 pm
Re: AmbientSound volume
Whohoo, was planning on making a topic on this a while ago too
I find it really annoying to have sound be modified by lightbrightness. Means you can't use just 1 object to have variations in light while the sound stays the same.
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
- .:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: AmbientSound volume
Epic logic, but useful for ambientsound+triggerlight noise.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: AmbientSound volume
Yes, but it would work just fine if it simply checked whether the light is active or not. Unless it works with different light types as well.


