john9818a on 23/1/2015 at 08:22
Quote Posted by tafferotica
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:
Just inside each entrance there is a marker with two schemas on its ambient hacked property... m07bass and m07mainL. Also I noticed at some of entrances just inside is another marker with the m07bass schema on their ambient hacked property but those are not Environmental. Those are basically used for transition. The player can hear the m07bass even through the door, and it works fairly well because when the player actually enters the radius of the inside Environmental marker m07bass is heard first so it is seamless... sort of. There is an audio volume difference between the two but its really no big deal. The m07mainL actually has a delay of 15 seconds in its schema entry so that is why it comes and goes every 15 seconds.
The ambient hacked markers that have Flags set to none means that the volume of the sound will be the same no matter where the player is inside the radius of that ambient hacked marker.
Quote Posted by Random_Taffer
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!
Which theme? Did you look at the schema file for mission 5?
Random_Taffer on 23/1/2015 at 12:59
Quote Posted by john9818a
Which theme? Did you look at the schema file for mission 5?
The main Assassins street loop. (
http://youtu.be/1xhLYmklbZo) This.
I didn't look at the OM in Dromed or the TG schema file. Honestly, I didn't spend too much time on it. I just took all three loops and combined them into a longer track that loops in Audacity. This way all the variations play wherever the player is located on the map. I can't remember if that's how it works in the OM.
john9818a on 24/1/2015 at 20:27
No they have three separate schemas that are triggered in specific areas. When the player leaves Farkus' place m05L1 starts to play along with m05wind. At the metal bridge m05L2 begins with m05wind as well. I didn't bother to locate m05L3 but hopefully this helps.
Random_Taffer on 26/1/2015 at 15:02
Quote Posted by john9818a
No they have three separate schemas that are triggered in specific areas. When the player leaves Farkus' place m05L1 starts to play along with m05wind. At the metal bridge m05L2 begins with m05wind as well. I didn't bother to locate m05L3 but hopefully this helps.
I set it up that way in my mission, but I noticed an obvious cut each time it changed. I never noticed that in the OM, but maybe I just wasn't paying attention.
Anyway, I like the way it sounds now so I'll probably keep it.