Cavalorn on 15/8/2017 at 12:31
Quote Posted by marbleman
It won't go into the inventory because of FrobProxy. I didn't know it has to be stolen; this changes things. See how it's done with Evidence from First City Bank and Trust. It has to be stolen, and when frobbed, it plays the recording.
I apologise marbleman, I should have been more precise on the issue. That's a good, thank you.
marbleman on 15/8/2017 at 12:38
Oh, no worries :) Hope the Bank solution works for you.
Cavalorn on 15/8/2017 at 12:42
I did some little experiencing and I think I've got it to work. I placed an ambientsound marker very close to the object so when the player approaches the thing, the music would play. It might not be the best solution for the case, but it seems to work. I also added the DestroyObj property so it wouldn't play more than once.
Edit: thank you, marbleman. I will still go and take a look at how it had been done. Glad you mentioned that. :)
john9818a on 15/8/2017 at 16:24
The object that needs to play the ambient needs the ActivateAmbient script added to it. I think the evidence in First City Bank was set up using a VOTrap so that it plays in the player's ears anywhere. The thing about inventory items is that they are not always in the same location as the player so if you select it in inventory, the object invisible moves to your location. If you run away the object remains where it is until you select it in inventory again. With this in mind you really wouldn't wait it to play schemas directly as an ambient, but the VO Trap method will fix this problem.
Cavalorn on 15/8/2017 at 18:07
Quote Posted by john9818a
The object that needs to play the ambient needs the ActivateAmbient script added to it. I think the evidence in First City Bank was set up using a VOTrap so that it plays in the player's ears anywhere. The thing about inventory items is that they are not always in the same location as the player so if you select it in inventory, the object invisible moves to your location. If you run away the object remains where it is until you select it in inventory again. With this in mind you really wouldn't wait it to play schemas directly as an ambient, but the VO Trap method will fix this problem.
I understand what you're saying, John. I had (still have) this issue that if the player moves away very quickly the sound would get quieter. Frankly, this isn't such a big problem since the object is in the middle of a chasm and you can only reach it via a narrow pathway. It's in the middle of a cave basically. Players cannot avoid going to that location, and since it's only 5 seconds long, by the time players should grab the object the sound would have already ended. Still, I'll try to make the VOTrap method to work.
john9818a on 15/8/2017 at 21:21
I hope it works out for you Cavalorn. With the stereo files it's harder to tell which direction the sound is coming from since Thief uses the stereo or left/right method for directivity. In my upcoming mission I have a Victrola that had a stereo wav but I converted it to mono so that the players can tell where the sound is coming from. It all depends on what effect you want to convey to the player.