Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet 1    [LBP1] Tutorials [Archive]
#1

Impact sounds

Archive: 10 posts


Want a door to slam shut with a clang, or hear a sound of glass breaking when it hits the floor?

Well all you have to do is get a mag. key and key switch. (as many as you need) Lets say your making a door and you want to hear the big impact sound as it slams shut. Put the key on one side of the door and the switch on the other. Then set the radius to just touch the switch then hook it up to the speaker. If done right you should get what you asked for!

Another helpful word from acdramon.
2009-09-04 04:23:00

Author:
acdramon
Posts: 332


Or put the speaker to impact.
When it hits something, it will make the sound. If you don't want it to make the sound when you touch it, put a mag switch and hook up a delay so the speaker dissolves eventually.
2009-09-04 04:27:00

Author:
chezhead
Posts: 1063


Yeah...as chezhead says there is an option for the sound objects to be activated on impact.2009-09-04 12:52:00

Author:
ARD
Posts: 4291


Yeah but "on impact" sounds are crap. Something falls and makes a "big crash" sound, good. same big crash sound when my sackboy trips over it? Awful. I see this in so many levels and it just screams "lazy creator" to me. But then I used more logic just to control camera angles and sound effects than many creators use in their entire levels...

Acdramon's method is what I used extensively in Subterranean Setbacks, along with P-switch activated sounds, to ensure the sounds triggered when I wanted them to and only when I wanted them to. Sound is great for immersion, but only if you take proper control of it.
2009-09-04 13:01:00

Author:
rtm223
Posts: 6497


Fair enough...

Oh god I know what you mean about camera angles
2009-09-04 13:03:00

Author:
ARD
Posts: 4291


Acdramon's method is what I used extensively in Subterranean Setbacks, along with P-switch activated sounds, to ensure the sounds triggered when I wanted them to and only when I wanted them to. Sound is great for immersion, but only if you take proper control of it.

P-switch? Care to elaborate?

How about if the speaker is on a piece of thin material that will impact? It can impact against another thin layer or a double or triple thickness object, and not off sacks.
2009-09-04 18:02:00

Author:
croissantbuncake
Posts: 572


P-switch? Care to elaborate?

How about if the speaker is on a piece of thin material that will impact? It can impact against another thin layer or a double or triple thickness object, and not off sacks.

That's a great suggestion.
2009-09-04 18:05:00

Author:
S-A-S--G-U-N-R
Posts: 1606


Acdramon's method is what I used extensively in Subterranean Setbacks, along with P-switch activated sounds, to ensure the sounds triggered when I wanted them to and only when I wanted them to. Sound is great for immersion, but only if you take proper control of it.
P-switch? Care to elaborate?

Permanent switch. Or 1 time or 1way switches. Typically done with dissolve, though mine are slightly different (stiff pistons and wenches - what a combo!)




How about if the speaker is on a piece of thin material that will impact? It can impact against another thin layer or a double or triple thickness object, and not off sacks.Depends if the object can rock about and if you have the objects thermo for it, but yes this will likely work well in most situations. Nice idea.

Remember that I am a control freak and pretty much just solve any issue with a few logic switches.


.
2009-09-04 18:24:00

Author:
rtm223
Posts: 6497


(stiff pistons and wenches - what a combo!)

.

That's just wrong
2009-09-04 18:33:00

Author:
croissantbuncake
Posts: 572


I think the way stated above is the best way to go, with the mag keys and switches. Mainly 'coz (OMG SLANG) I agree with the sackboy tripping and falling and the BOOM... I mean, if the Sackperson jumps off a building and lands on a car or something, and a giant CRASSHH! sound occurs, O.K., but even then, the sack person will get off, and when he accidently (coughcoughpurposelycoughcough) touches the car by running into it, CRASSHH! What happened there? Is the sackperson so poorly crafted that something heavy in its head falls to its feet? Pfft.2009-10-02 21:51:00

Author:
Gameplayer209
Posts: 9


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.