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Updating the sound project #2 #10
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Hello! No, can't tell when exactly, but it will be soon after the 1st april minor update (02.04.2020 - 06.04.2020). I was wrong about this month, sorry. |
Ok. Thank you. |
Work in progress... |
Hello. |
No, as I said, I'm working on it. After the update we must fix possible problems and then start working on project for modders. Nex week I'll finish it. |
Take your time, you guys doing stellar job! I just hope you will fix never ending loops for mgs/autocannons and randomly disappearing sounds. |
"never ending loops for mgs/autocannons and randomly disappearing sounds." - what do you mean? It happened in game? I did not get any similar official reports so far. Can you make a video of a problem and sent it to me? |
And, please, describe sound problems in details. |
"you guys doing stellar job" - thank you! |
I think he is referring to the rather confusing way machine gun sounds are implemented in FMOD? It's tricky to figure out but I don't think its a bug. |
Oh, pretty hard to catch this bug, happens in game yea, mostly when ai event shooting, player sounds is always fine, probably the reason why nobody notices that. |
"Explosion sounds often tend to disappear, artillery is fine, rockets or high-caliber rapid fire - 5-6 explosions and sound goes to silence. Not sure about ai tank cannon sounds pretty hard to notice what bugs out here." - yes, it was a problem, but, that's why we reworked all weapon system. After this major update it definitely works better. So, this information is obsolete, I think. |
Here, i'm sure there's more issues, but these that came to mind first. |
"Here, i'm sure there's more issues, but these that came to mind first." - thank you, I'll check what it can be. We can't reproduce this bug, it is definitely not normal situation. |
Thank you for your report, I found a problem. Now everything will be ok with explosions and grenade launcher sounds. If you will find enything else, please, report! |
But, I dont understand this "(not only loop spaa guns bugs out, mgs quite often too)" - what do you mean? |
Sure thing! Cheers!
When someone shooting nearby and sound never stops, quite hard to catch it in game, happens pretty randomly |
We'll see what it can be, thank you for report! |
Almost forgot about this one: |
Hello! It was already fixed, I hope soon it will be on production cirquit |
Thank for the update! I wasn't expecting dialogue and music so that's a great bonus :D |
I hope everything is ok with update, because there are a lot of changes, about hundred thousand of files, and it was not so easy to update this repo. |
If there are any problems with project, please, let me know! |
Good to know! Thanks!
Cheers! |
Hello! We unable to reproduce this bug for now ( can you please describe this situation in details? What type of battle (ground, naval, air)? |
Is it recent bug, or maybe it was only before the latest major patch? |
I think some of the events in dialogs_radio_chat are not working. I then tried to play them unmodded using the playSound action in the mission editor, and to my surprise nothing was heard there too. What's even more interesting, is that other languages such as "it" and "en" do work, but "vt" does not work at all. I'm trying to make a sound mod that doesn't use most of the existing sound events or less commonly used ones, all of them need to be played using playSound pretty much, I was hoping "vt" will serve that purpose for the time being. |
yes, see patchnote for language details, not all languages added for now in fmod project for modders. |
Ah, I assumed I was still able to use those events since they were showing...that's ok then, no worries. |
Ah, I understood what are you talking about. Yes, empty language events can be used. But i'm not sure about work conditions of vietnamese localisation. It should work, but probably there are some restrictions. |
Sadly I wasn't able to get it to work, however the EN sound events work flawlessly...not an ideal situation but it's something. |
I'll check it next week, ok? But it may turn out vt isn't available. Please use another language, if it is possible. |
No rush! I'll check out other ones if it doesn't work, thank you very much! |
I'll make deeper research with documented videos, happened in ground battles mostly. After few minor patches can't catch it anymore. Everything tested on wip build, engine reset fix works just fine! |
We managed out this problem with machineguns of other players. It seems the bug happened not only with mg sound loop, but with whole tank, it realy shoots in loop after the player was kicked off from the match (due to connection problems maybe).
I'm not sure what happens on this videos, but I'll check it, thanks for the reports! |
Cheers!
Oh, sorry for misunderstanding, first video shows that sound physically doesn't really follows tank movement, if you turn camera sideways, you can note that transmission clunks doesn't always stays in the center of the tank, this also affects engine sounds that is not centered when moving. |
Thank you, understood now ) Strange, I never noticed that, I'll check it.
Yes, exactly.
Reloadings andbullet passby sounds do not have a spatialiser, so they don't have a sound emitter in game world. Therefore, they can't be mono or directional. |
I see, so this is not sound emitter thingy, but any ideas how to make them directional? I know this is not a bug, but for modding purposes, would be great to hear reload sounds from turret :) |
Hey again, |
Hello!
You said that you will update the sound project very soon before the end of the month. Already on March 28, can you tell exactly when the update will be released? Thanks.
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