I am trying to get the sounds in gundam to be both audible and bearable at the same time.
I can balance out the volume for when all guns are firing but then when combat happens with only a few units shooting it is really quiet. Other times I get a good singular volume level but when say 5 fire, it is ear shatteringly loud.
I am not a sound guy, what am I doing wrong?
sounds going from queit to EAR SHATTERING.
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: sounds going from queit to EAR SHATTERING.
Late reply is late but basically spring adds sounds to the mix (especially if they are the same sound). The correct method is culling sounds that use the same file if they get to be too much.
Latest spring (88) does this to some degree.
Latest spring (88) does this to some degree.
Re: sounds going from queit to EAR SHATTERING.
Wow I thought it was just me. 1% volume is still too loud for me atm...
Re: sounds going from queit to EAR SHATTERING.
use sounds.lua:
1. limit concurrent sounds of a type
2. randomize sounds played (pitchmod & gainmod)
1. limit concurrent sounds of a type
2. randomize sounds played (pitchmod & gainmod)
Re: sounds going from queit to EAR SHATTERING.
jK wrote:use sounds.lua:
1. limit concurrent sounds of a type
2. randomize sounds played (pitchmod & gainmod)
Tags documented here http://springrts.com/wiki/Sounds.lua#So ... Properties
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: sounds going from queit to EAR SHATTERING.
This method seems quite backwards. Needs to be done automagically for sounds that have x amount of concurrent sounds at any given point in a game.
Re: sounds going from queit to EAR SHATTERING.
to avoid adding maxconcurrent=bla etc by hand in many places use a loop in sounds.lua (or _post maybe)
Re: sounds going from queit to EAR SHATTERING.
Forboding Angel wrote:This method seems quite backwards. Needs to be done automagically for sounds that have x amount of concurrent sounds at any given point in a game.
is the automagically part knorke is explaining forb.knorke wrote:to avoid adding maxconcurrent=bla etc by hand in many places use a loop in sounds.lua (or _post maybe)