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PlaySFX in AddVizFunctionCall

Posted: Wed Jan 12, 2011 10:14 am
by Merr
Pip or Ian,

You know, when you play an SFX within the AddVizFunctionCall, and rotate the CAM, the sound pings from the left speaker to both speakers and back.

A good example is when you listen to the "IncomingSFX" of a B-17 raid ... while it's playing, rotate the CAM, you'll see what I mean.

I was wondering ... can this left/both switch be turned OFF so that it only plays out both speakers (irregardless of CAM position) ?
I don't know if your engine uses directional sound at all.

At first I thought it was a stereo problem, or perhaps a change in the X/Y position, but that didn't appear to matter and moving the X/Y position of the sound didn't help.

If you play the "PlaySFX" by itself (not inside the AddVizFunctionCall), well, it works (both left/right ... I think), but of course it plays it now instead of when you actually call it via the AddViz.

Just curious ... no biggie ... just wondering if it's better to not have the CAM rotation effect the left/right.

Merr

Posted: Wed Jan 12, 2011 4:41 pm
by pipfromslitherine
PlayUISFX does exactly that (plays a sound without a position).

Cheers

Pip

Posted: Thu Jan 13, 2011 5:02 pm
by Merr
That works! ... but, it promptly ends short if another SFX is played ... which, I can see why you didn't use it for a B-17 raid, the engine sound would end as soon as the bomb/explosions play.

Probably the only way to get the whole SFX to play through is to add another viz delay until it plays out to the end, but that's ugly too.

I'll stick with the PlaySFX ... these seem to play out to the end without getting "bumped" by other SFX.

Thanks!