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AmbientSound volume

Posted: Tue Nov 16, 2010 1:25 pm
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?

Re: AmbientSound volume

Posted: Tue Nov 16, 2010 2:11 pm
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]

Re: AmbientSound volume

Posted: Tue Nov 16, 2010 3:38 pm
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.

Re: AmbientSound volume

Posted: Tue Nov 16, 2010 4:48 pm
by GreatEmerald
Now how does that make any sense?..

Re: AmbientSound volume

Posted: Tue Nov 16, 2010 5:06 pm
by .:..:
Epic logic, but useful for ambientsound+triggerlight noise.

Re: AmbientSound volume

Posted: Tue Nov 16, 2010 5:50 pm
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.