Sir_Skurpsalot Posted May 9, 2020 Share Posted May 9, 2020 So does the soundAmbience property for a waterplane not actually work? I selected AudioAmbienceUnderwater and nothing sounds any different... Quote Link to comment Share on other sites More sharing options...
Duion Posted May 10, 2020 Share Posted May 10, 2020 Yes, probably broken. Torque3D seemed to use a proprietary sound system before, but it had to be removed for it to be open source and there are still some things left from the old sound system in the code. I think it was called "FMOD" and it was used for all the ambient sound effects including the underwater one, so you need to develop an open source replacement for it or invent some workaround. Quote Link to comment Share on other sites More sharing options...
Duion Posted May 10, 2020 Share Posted May 10, 2020 We already use OpenAL, it is not about which sound provider it is about what the sound provider can provide. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted May 11, 2020 Share Posted May 11, 2020 ]you might try this . The only thing weird is when I check the object "audioAmbienceUnderWater" , using , audioAmbienceUnderWater.dump() , its soundtrack field was empty so i added the the soundTest track in the Audioambiences file then executed the file in the console , rechecked and it then showed soundTest in the field But , when I exit the game and restart it the field is again empty and I have to exec() the file again . ?? Anyhow this worked for the audioAmbience for a waterPlane usind ver 3.10 [code2=BBCODE40_TORQUESCRIPT]//art/datablocks/audioProfiles.cs datablock SFXProfile(SoundTest) // ------OOPS edit I'd put in TestSound { filename = "art/sound/envrionment/amb.ogg";// ---------or whatever file you have description = AudioLoop2D; preload = true;}; //-------------------------------------------------- //scripts/client/audioambiences.cs singleton SFXAmbience( AudioAmbienceUnderwater ){ environment = AudioEnvUnderwater;soundtrack = "soundTest";//---------------------------Add a track to this file+++++++++++++++++ states[ 0 ] = AudioLocationUnderwater;};[/code2 Quote Link to comment Share on other sites More sharing options...
Duion Posted May 11, 2020 Share Posted May 11, 2020 I think it is the environment sound effects that do not work, because they require FMOD. The environment sound effect are not a file that is played, but they modify how all sounds sound, it is an important thing sometimes in game design to have a cave sound like a cave or a hallway sound like a hallway. But I'm not sure how it works, I only know those from other engines, like Half-Life for example. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted May 11, 2020 Share Posted May 11, 2020 thx Duion , Id like to ask if you know what became of thishttps://forums.torque3d.org/viewtopic.php?f=10&t=1422&hilit=openal Quote Link to comment Share on other sites More sharing options...
Duion Posted May 11, 2020 Share Posted May 11, 2020 Looks like we had the exact same discussion in the past, but you have to ask him yourself. His last post was about that he made a pull request, so you have to look for it. Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted May 13, 2020 Share Posted May 13, 2020 Exponential Falloff implementation is put here:https://forums.torque3d.org/viewtopic.php?f=23&t=1423The reverb was added also in a pull request that i think is in the development branch of the engine now so you can put different effect types into environment triggers that will produce different types of reverb to emulate environment types in all sounds being played. Quote Link to comment Share on other sites More sharing options...
Sir_Skurpsalot Posted May 15, 2020 Author Share Posted May 15, 2020 Ok cool, I'll have to try compiling that branch. Quote Link to comment Share on other sites More sharing options...
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