Yandros on 21/1/2015 at 05:10
There's no good way to do that, unfortunately, at least not for environmental ambients. If the transition is too jarring, it may be a sign that your choices in ambient background music is too intrusive. But on the whole, I would say don't worry about it, players are used to it when playing Thief missions.
tafferotica on 21/1/2015 at 05:27
Quote Posted by Yandros
There's no good way to do that, unfortunately, at least not for environmental ambients. If the transition is too jarring, it may be a sign that your choices in ambient background music is too intrusive. But on the whole, I would say don't worry about it, players are used to it when playing Thief missions.
Hmm but there has to be a way to somehow create that effect. In the bank mission for example, there are clearly 3 ambient sounds used at the same time, which kind of fade out each other. Never knew that until know :rolleyes:
Yandros on 21/1/2015 at 12:54
Ah yes, I forgot about songs. I imagine songs can do it, but very few authors use them in FMs, and I've never tried it myself. Are there any tutorials out there? I've no idea how easy or difficult it is to use songs.
john9818a on 21/1/2015 at 14:00
If you want the ambient to transition just clone the environmental ambient marker and change it from 'Environmental' to 'NoSharpCurve' & give that marker a larger radius like 20. You might have to adjust the radius to suit your ears. I have some that are playing rain outside the buildung and have a radiis of 55. Oh after you clone the marker move it slightly so you can find it again later if needed. I use the non-environmental ambient elsewheee besides rain because it sounds odd when I walk into a building and the rain sound suddenly stops even with the door open.
LarryG on 21/1/2015 at 15:48
Quote Posted by Yandros
Ah yes, I forgot about songs. I imagine songs can do it, but very few authors use them in FMs, and I've never tried it myself. Are there any tutorials out there? I've no idea how easy or difficult it is to use songs.
Tutorial:
Yandros on 21/1/2015 at 18:58
Quote Posted by john9818a
If you want the ambient to transition just clone the environmental ambient marker and change it from 'Environmental' to 'NoSharpCurve' & give that marker a larger radius like 20. You might have to adjust the radius to suit your ears. I have some that are playing rain outside the buildung and have a radiis of 55. Oh after you clone the marker move it slightly so you can find it again later if needed. I use the non-environmental ambient elsewheee besides rain because it sounds odd when I walk into a building and the rain sound suddenly stops even with the door open.
This approach is great with sound effects like rain or machinery, but I assumed he was talking about ambient music, and this technique won't work well in that case.
@Larry: Thanks.
john9818a on 22/1/2015 at 05:51
Oh I wouldn't use it for music either. There's no way to keep the two ambients in sync. :p
I'm using a song in part of my mission LS5-2 and it's very simple to set up. Well I mean I just used the same song from Running Interference.
tafferotica on 22/1/2015 at 15:25
Quote Posted by john9818a
Oh I wouldn't use it for music either. There's no way to keep the two ambients in sync. :p
I'm using a song in part of my mission LS5-2 and it's very simple to set up. Well I mean I just used the same song from Running Interference.
Okay that nosharpcurve thing works fine, thank you! Still don't know how the whole sound thing works in the bank. I took a look a the sound markers and the have "none" instead of "environmental". Inside the building there are 2 sounds that start at the same time and are later faded to another sound. Big mystery :eek:
Random_Taffer on 22/1/2015 at 16:05
I had trouble implementing the Assassins theme from TG into my mission. There are three different samples that play that make up the theme. I was mystified as to how they got this to work, so I just opted to combine the three into one track (repeating a couple times each) and looped that. Sounds pretty good!