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Author Topic: Fadesound bugged?  (Read 2225 times)

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Offline The-Architect

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Fadesound bugged?
« on: 16 Aug 2005, 00:52:52 »
I'm calling a sandstorm script like this,

5 fadesound 0
~5
[me1] exec "\CATIntro\scripts\sandstorm2NSLE.sqs"
5 fadesound 1
~5
exit

The normal way to call the script has the sound kick straight in which sounds shit.
I want to fade the sound out and then fade it back in once the sandstorm sound has started.
It's not working though. Any ideas why?
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Dubieman

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Re:Fadesound bugged?
« Reply #1 on: 16 Aug 2005, 04:42:43 »
So you want it silent then have the sound and have the sand soung put on?

Maybe its cause any sound put on when volume is 0, stays silent and will only work if volume is above 0. Something like that may be the reason, but I dunno.

I was going to question the calling of a script, but that's prolly what calls for the sound. duh...

I'd have to go with my suggestion above even though I just thought of it and it could be totally wrong. Why not toy with sound levels of 0.1 or something like that?

Offline The-Architect

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Re:Fadesound bugged?
« Reply #2 on: 16 Aug 2005, 05:38:56 »
Nah, didn't work GRK.

The script doesn't call the sound it calles the script. I tried various things and nothing.
I'll just have to wait and see if anyone else has any idea. Failing that I'll have to script the sound in another way.  :-\
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline THobson

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Re:Fadesound bugged?
« Reply #3 on: 16 Aug 2005, 07:56:21 »
As I understand it the sound should fade to 0 over a 5 second period.  The script tehn runs and sound comes back to 1 over 5 seconds.  I am puzzled. I have done similar things and it works for me.  I presume
sandstorm2NSLE.sqs
makes the sound?

All I can suggest is:
1. Did you set the sound level in the script?
2. Is the sound really a sound or is it music?  In which case fadeMusic is what is needed
« Last Edit: 16 Aug 2005, 10:14:21 by THobson »

Offline nominesine

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Re:Fadesound bugged?
« Reply #4 on: 16 Aug 2005, 09:14:07 »
fadeSound works like a light switch: itÂ's either on or off.

The Comref says itÂ's possible to fade the music in and out using for example the syntax 5 fadeSound 0

IÂ've never got that to work: fadeSound 0 is zero volume, everything above 0 is full volume.

My own testing also suggests that volume in OFP has nothing to do with volume as such. It seems to have more effect on the distance from wich the sound can be heard in game (your soundcard also affects this). There is a slight change in volume over long distances, but the difference between distand sounds and close sounds is minimal. The reason is probably because OFP islands are rather small.

fadeMusic works on all soundCards IÂ've tested. I suggest you define the storm sound as music and use this alternative instead.
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bored_onion

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Re:Fadesound bugged?
« Reply #5 on: 16 Aug 2005, 09:18:34 »
try a sound editing tool (i use audacity - google search it) to make the volume fade in on the actual sound file. that could work and it avoids fadesound.

Offline THobson

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Re:Fadesound bugged?
« Reply #6 on: 16 Aug 2005, 10:15:16 »
Quote
fadeSound works like a light switch: itÂ's either on or off.
Not in my experience.

Offline The-Architect

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Re:Fadesound bugged?
« Reply #7 on: 16 Aug 2005, 11:30:41 »
I've always had trouble with it.

With music I usually do what Bored Onion says and fade the track in an editor.

I've done away with the sound altogether now and opted for the BIS Hills sound. It's very similar and it behaves.

Thanks guys.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Gaia

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Re:Fadesound bugged?
« Reply #8 on: 16 Aug 2005, 16:04:15 »
fadeSound 0 is zero volume, everything above 0 is full volume.
Try to define volume in description to zero or near to zero (db+0). After it you can change volume in full scale (not only 0 and 1).

EDIT:I dont know that it work to sound, but to music it work perfectly.

And sorry for my not so good english ::)
« Last Edit: 16 Aug 2005, 16:10:29 by Gaia »

Offline 456820

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Re:Fadesound bugged?
« Reply #9 on: 16 Aug 2005, 16:09:34 »
Quote
fadeSound works like a light switch: itÂ's either on or off.
Not in my experience.

nor mine infact in one of my cutscenes i have a load of tanks blowing up but i still needed some sound so i fadesound to 0.3 so i couldnt hear the tanks blow cause that was further away but i heard everything close well enough until i fade sound back to 1 works for me

also architect how about fadesound to 0 or 0.1 or whatever and find where it plays the sound in the script then after it fade sound to 1 that may help

Offline nominesine

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Re:Fadesound bugged?
« Reply #10 on: 16 Aug 2005, 16:55:02 »
It seems I have to do more research  ;D

Anyway... my fadeSound works like that. But then again IÂ've never defined my sound as db+something. I simply define it as 1, where the volume should be in the description.ext. Maybe thatÂ's the problem. Will try to change it for db+something and see what happens.
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Offline THobson

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Re:Fadesound bugged?
« Reply #11 on: 16 Aug 2005, 18:26:06 »
On a different topic.  If you want to blow up tanks silently - remove their ammo and fuel first.

Offline The-Architect

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Re:Fadesound bugged?
« Reply #12 on: 17 Aug 2005, 11:06:44 »
What?

Dude, have you been drinking?
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline THobson

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Re:Fadesound bugged?
« Reply #13 on: 17 Aug 2005, 13:58:09 »
Well yes - but that has nothing to do with this.  I was responding to the comment above:

Quote
i have a load of tanks blowing up but i still needed some sound so i fadesound to 0.3 so i couldnt hear the tanks blow
So that is why it might seem to be a bit off topic.  I have a little script called silentkill that I put in the init field of armour I want to kill at the start of a mission, it removes the mags (or weapons - I can't remember which), sets fuel to 0 and dammage to 1.  Even an Abrams just folds up and smokes quietly to death.  I'll dig it out when I get home if there is any interest.
« Last Edit: 17 Aug 2005, 14:44:15 by THobson »

Offline 456820

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Re:Fadesound bugged?
« Reply #14 on: 17 Aug 2005, 14:27:24 »
oh yeah sounds good thanks didnt know that about tanks

Architect why dont you copy the sound with one version edit it so it goes from quite to loud at the begining play that as the starting sound in the script then play the other plain one after ?
that should work

Offline rado1265

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Re:Fadesound bugged?
« Reply #15 on: 17 Aug 2005, 15:11:38 »
oh yeah sounds good thanks didnt know that about tanks
O boy, this is an old one.  Isn't it  ????  I 'discovered it' in my first days of editing by a logical thinking.

EDIT: about your problem, The - Architect: similar problem here ...
« Last Edit: 17 Aug 2005, 15:29:04 by karantan »