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AmbientSound volume

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GreatEmerald
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Joined: Mon May 21, 2007 2:30 pm

AmbientSound volume

Post by GreatEmerald »

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?
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.:..:
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Joined: Tue Aug 16, 2005 4:35 am

Re: AmbientSound volume

Post by .:..: »

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]
Last edited by .:..: on Tue Nov 16, 2010 2:14 pm, edited 1 time in total.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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Bleeder91[NL]
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Re: AmbientSound volume

Post by Bleeder91[NL] »

Whohoo, was planning on making a topic on this a while ago too :D 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.
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GreatEmerald
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Re: AmbientSound volume

Post by GreatEmerald »

Now how does that make any sense?..
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.:..:
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Joined: Tue Aug 16, 2005 4:35 am

Re: AmbientSound volume

Post by .:..: »

Epic logic, but useful for ambientsound+triggerlight noise.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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GreatEmerald
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Joined: Mon May 21, 2007 2:30 pm

Re: AmbientSound volume

Post by GreatEmerald »

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.
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