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#1

Sound Speakers working intermittently

Archive: 17 posts


I just encountered a problem with the sound speaker in the History pack.

I made a bell using the chinese bell from the pack and made a clanger to hang from it that's grabbable for sackboy to swing on. Then I put a mag key on the clanger and a mag switch on the bell at either side so it activates when the clanger hits the bell at both sides ( i.e. when it's in range of the mag switch ). Then coupled the switches up to a speaker each and used the clock chime sound in the History pack speaker.

However when I tried it out it chimed 3 times and then missed 2 and then chimed 3 times again and so on. It kept missing twice even though I could see the switch lighting up so I knew the switch was working. I tried lots of different placements and combinations of mag switch and key but it did the same every time.

In the end I switched the speakers for the ones from story mode ( think it was the comedy one with the 'ding' sound ) and they worked perfectly.

I haven't tried other History pack speakers yet so I don't know if they all have the bug or not. Has anyone else had this problem or know what might be causing it ?
2009-08-24 16:04:00

Author:
mistervista
Posts: 2210


mnnn..... have your tried setting the switch to one shot instead of on?2009-08-24 16:08:00

Author:
wexfordian
Posts: 1904


This is a stab in the dark, but could it have soemthing to do with triggering the sound too soon after the last time it was triggered - it sounds unlikely based upon the working 3 times, not working 2 times cycle.

Also have you tried triggering from a different type of switch, and varying the interval between each trigger? Again, sounds unlikely from what you've described but it's worth a go.
2009-08-24 16:12:00

Author:
rtm223
Posts: 6497


mnnn..... have your tried setting the switch to one shot instead of on?

Yes I tried that Wex and everything else I could think of before admitting defeat and switching speakers. As I say the switches were working perfectly because I could see the light coming on every time. It's just that the speaker wasn't making the sound every time.

I was thinking of doing some sort of Gothic or Notre Dame type level and noticed other creators expressing a similar desire and thought that sound would be perfect for the bells but if it doesn't work properly it kind of ruins the effect. I'd urge anyone considering that to test one out first and see if they have the same problem.

As you say rtm I thought it was a timing issue too and halted the swing to give it time to 'reset' ? but it still didn't activate. It would be nice if someone from Mm could tell us if there is any sort of time interval or delay with speaker sounds as it's impossible to know until it happens like this.
2009-08-24 16:14:00

Author:
mistervista
Posts: 2210


I'd go with Wex's suggestion on this. Might it have something to do with the sample not being done playing when the sound is activated the 4th/5th time? Maybe it's too much for the game to playback at the same time?

EDIT: Looks like RTM and I were thinking the same thing.
2009-08-24 16:15:00

Author:
Rustbukkit
Posts: 1737


Yeah that is what I was thinking, maybe that particular sound has quite a long lead off time (feel free to fill in proper technical terms). I'm sure there is a limit to how many of a particular sound can be playing at once as well, or something, so it could be that limit is three?

Changing the modifyer on the sound to raise the pitch would make it complete quicker - I know the sound would be wrong but it could be used as a test help add evidence to the theory (or disprove it).
2009-08-24 16:20:00

Author:
rtm223
Posts: 6497


I was thinking of doing some sort of Gothic or Notre Dame type level


I think we might be designing similar levels again :eek:

Im about halfway through a gothic church style level style level Im getting to the bit were you reach the bell tower so I'll be looking to do something similar myself with the bell ringing. I'll check it out and let you know if I have the same issues.

Looks like we have similar tastes mistervista

you must be a very classy guy
2009-08-24 16:24:00

Author:
wexfordian
Posts: 1904


I think a lot of people want to make gothic churches - gothic architecture is just so compelling. Do either of you have plans to make an epic stained-glass window? You could have a big gunfight with it in the background.... like this:

http://www.cyberpunkreview.com/images/wonderfuldays08.jpg
2009-08-24 16:32:00

Author:
rtm223
Posts: 6497


Changing the modifyer on the sound to raise the pitch would make it complete quicker - I know the sound would be wrong but it could be used as a test help add evidence to the theory (or disprove it).

Correct me if I'm wrong, but the modifier doesn't change the actual speed of the sample (tempo), but rather it changes the frequency (pitch) of the sound. So tweaking the modifier would not in fact make it complete quicker.
2009-08-24 16:35:00

Author:
BSprague
Posts: 2325


I think a lot of people want to make gothic churches - gothic architecture is just so compelling.

Yeah, especially with all those cool objects from the history pack we just got. I just couldn't not do something with those gargoyles and bells

Stained glass window eh.... I like the sound of that
2009-08-24 16:36:00

Author:
wexfordian
Posts: 1904


Yeah.. it is probably as others have suggested, the sample time of what you have selected on that sound object.

Just for fun.. try a 2nd sound object tuned similarly for the 2nd hit and see what happens. So based on how you have it wired try one mag key on the clapper with two switches on either side of the bell wired to the seperate sound objects.
2009-08-24 16:37:00

Author:
jwwphotos
Posts: 11383


Correct me if I'm wrong, but the modifier doesn't change the actual speed of the sample (tempo), but rather it changes the frequency (pitch) of the sound. So tweaking the modifier would not in fact make it complete quicker.

No it definitely changes the pitch by by changing the speed on some of the sound objects. There are certain sound object that actually have different sounds alltogether depending on where you put the pitch bar.
2009-08-24 16:39:00

Author:
wexfordian
Posts: 1904


@Bsprague: As wex says, for the sounds whose pitch changes with the modifier it's not a true frequency shift, but merely an adjustment of playback speed vs sampling speed to simulate the pitchshift - probably for computational reasons. As a side note, I love the modifier on the chainsaw sound - using a speed signal with that is awesome, it's just a shame the sound is too quiet to actually use anywhere 2009-08-24 16:49:00

Author:
rtm223
Posts: 6497


Now maybe this wouldnt work right depending on the timing and the weight of materials involved. . . but maybe you don't need switches at all. There is an option to have the sounds go off on impact, so whenever something hits what the sound is attatched to it should go off. But i've found that setting sounds to impact doesn't always work exactly the way I want it to.2009-08-24 16:54:00

Author:
squirlin
Posts: 224


UPDATE: Not as big a 'clanger' as I first thought.

I just experimented again by making a new bell incase that was the problem and setting everything up as before with the switches and speaker.

Anyway to cut a long story short I found it was to do with the pitch slider. I had it slid all the way to the left for the lowest , deepest sound and it still worked intermittently. I tried moving the slider to different positions and found that every other position I tried worked perfectly. It just seems to be the very furthest left setting that doesn't work properly so it's not as big a problem as I first thought. It's still annoying but it just means you have to use any pitch setting except the furthest left if you want to use it.

I could have saved myself hours of work if I'd tried that first but there you go.

BTW I'm not making any proper levels at the moment. I'm waiting to see if I get my original account back first as I really need to get started on Sheriff Sack 2 before anything else so I'm in a bit of a create 'limbo' right now, just messing about.
2009-08-24 17:25:00

Author:
mistervista
Posts: 2210


No it definitely changes the pitch by by changing the speed on some of the sound objects. There are certain sound object that actually have different sounds alltogether depending on where you put the pitch bar.


@Bsprague: As wex says, for the sounds whose pitch changes with the modifier it's not a true frequency shift, but merely an adjustment of playback speed vs sampling speed to simulate the pitchshift - probably for computational reasons. As a side note, I love the modifier on the chainsaw sound - using a speed signal with that is awesome, it's just a shame the sound is too quiet to actually use anywhere

Alright then. :blush:

As you can tell, I don't have much experience with using sounds. In fact, the only time I've used them was in my LittleBigMemory level, and the sounds I used in that one all seemed to only change in pitch when adjusting the modifier. Basing my assumption on that probably wasn't the most accurate of methods.
2009-08-24 18:09:00

Author:
BSprague
Posts: 2325


Glad to hear you got it working! Interesting that it won't do so on the lowest pitch setting though.2009-08-24 19:24:00

Author:
Rustbukkit
Posts: 1737


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