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#1

Sound effect limit problem

Archive: 11 posts


I'm trying to make a rain effect without using thermo killing emitters, but using global lighting and sound effects instead. Now here's the problem...the rain sound effect dies out when I move a distance away from it. Okay, so I put a second rain sound tool in, around the place where the sound from the last one starts to fade out. Great...it works! The rain sound now covers a greater area. Then I move onwards through the level and the rain sound eventually fades out again once I'm far enough away from the last sound tool (as you would expect). So if I want the rain to carry on, all I need to do is put a third rain sound effect in, yes? Actually, no. It appears that I cannot have more than two of the same "continuous" sound effect running at once. The rain just falls silent once I come into range of the third sound tool. I've since tested this out on other "continuous" sound effects in my workbench space, and it's the same story every time...two sound tools will keep the sound going over a wide area, but three sound tools won't.

Has anyone else encountered this problem and if so, did you find a solution to resolve it?
2009-05-09 19:30:00

Author:
Ungreth
Posts: 2130


Try using a player tracker with a rain sound effect on it. Sorry I can't go into greater detail ATM, I'm kinda busy.2009-05-09 20:17:00

Author:
SawronZXZ
Posts: 463


It seems to work just fine for me. I have several places in one of my levels where there are many more then just 2 sound objects on the objects. No problem whatsoever.
Besides they don't eat up that much thermometer space.
2009-05-10 15:48:00

Author:
Syroc
Posts: 3193


^ The problem occurs when I use more than two of the same, continuous sound effect. So I could have thunder, lightening and rain sounds overlapping each other, but not three rains. Try linking up three of the rain sound and let me know if it still works.2009-05-10 17:20:00

Author:
Ungreth
Posts: 2130


You may need to only play 2 at the same time. How are you triggering it? Maybe try setting them to trigger by radius, and have only 2 at a time overlap each other slightly. That way only 1 OR possibly 2 play at the same time.2009-05-10 17:31:00

Author:
CCubbage
Posts: 4430


^ The problem occurs when I use more than two of the same, continuous sound effect. So I could have thunder, lightening and rain sounds overlapping each other, but not three rains. Try linking up three of the rain sound and let me know if it still works.
Tried it, and it works just as you would expect it to do. Very strange.
2009-05-10 22:05:00

Author:
Syroc
Posts: 3193


Perhaps if you changed the pitch? You know, via the slider bar?2009-05-10 22:11:00

Author:
dawesbr
Posts: 3280


Oh, yea! That might be it. I change the pitch a little bit every time I place a continuos sound object. Probably did that out of habit when I tested it as well.2009-05-10 22:24:00

Author:
Syroc
Posts: 3193


I was thinking that it is limited to two of the same pitch, so if you change the pitch slightly, it won't overload the sounds and will work fine. Otherwise you'll need to hook up sackboy sensors to turn them on and off as needed.2009-05-11 23:24:00

Author:
dawesbr
Posts: 3280


look at my custom music follows player level/tutorial. i made the custom sound track follow through out the level. you can use the same idea with thunder sound2009-05-12 00:31:00

Author:
deboerdave
Posts: 384


Figured the problem. I laid out three rain sounds to be triggered simply by player proximity and they worked together. However, it's the sticker switch that I've used to activate the rain which is causing the issue. It's basically limiting the number of sounds I'm able to trigger at once. So instead, I've made the sticker switch trigger the sound tools to be emitted on dark matter platforms, just below the player's sight. Works okay now.

Also, in the process of trying to find a solution I successfully created one of deboerdave's player tracking devices. Problem is, it didn't really suit the geography of my level. In the level the player triggers the rain from the mid-upper region of the section where the sound needs to be heard, and then freefalls to a lower level where the rain can still be heard, so I found it hard to get the tracker in the right starting position.

Here's a crude diagram of the rainy area as it would look with a player tracker, with P = player starting position

-----P-----
-----------
-----------
-----------
----------- > exit to non-rainy area
tracker

I'm sure there must be a way to get the tracker to start at that mid-upper position, but it looks real fiddly and I'm not sure it's worth the headache. But anyway, thanks to deboerdave for sharing the tracker concept and design...I'm sure I'll find some use for it down the line.
2009-05-13 08:28:00

Author:
Ungreth
Posts: 2130


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