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#1

Best way to sync sounds with pistons/movement?

Archive: 18 posts


Hi, just wondering what's the best way to sync sounds to the movements of pistons?

For example a platform that goes up and down on a piston or a door thats opens up. So when a platform moves up it plays a sound effect and again when it moves down. So far I've been using sequencers and timers and doing a trial and error approach to when the pistons/platforms moves. Testing it out then rewinding. But I'm weary that this could be hit or miss depending on peoples connections when playing online, or may be not?

How do others do it? There's always more then one to do things.

2011-05-25 10:45:00

Author:
LittleBigDes
Posts: 920


I use an approach very much similar to yours, being a Sequencer set to Forward-Backward (the same binary setting as I will usual use for the Piston).
I then make sure that the playthrough time of the sequencer is identical to the time it takes for a Piston to go up or down once.

En example would be a Piston with a 6 second timing - this leads to a travel time of 3 seconds for it to fully extend from a fully retracted state and vice versa.
I will couple this with a Sequencer using 6 bands, and a timing of 0.5 seconds per band also giving a travel time of 3 seconds. I place the desired Sound Object at the start of the Sequencer and make it stretch allmost to the end except for 1 small grid distance (which equates to 0.125 secs).
There will therefore be a slight delay (of 0.125 seconds) for the sound activating on one of the movement directions of the Piston. If I omit the gap and use the forward/backward setting on the Sequencer, the sound will simply continue playing when the sequencer bar are located on the rightmost side of the 6 bands - And I don't want that

Then I finally make sure the Piston and Sequencer are both receiving the same activating input, and the Sound Object should now be very closely matched to the movement of the Piston
2011-05-25 12:08:00

Author:
Slaeden-Bob
Posts: 605


This might work. :hero:

First, place a Tag on your platform and Tag Sensors (that will look for the aforementioned Tag) at the lowest and highest points the platform will reach.

On a microchip (to keep things tidy), place down a two-port Selector and connect the output of the Tag Sensor at the higher point to the first input of the Selector and have the output of that connect to the sound made with the piston going down. Do the same for the Tag Sensor located at the lower end. Connect that Tag Sensor's output to the second input of the selector and the output of that going into the sound with the piston going up.

You could also have the outputs of the Tag Sensors connected to an OR Gate that would go into the Selector's Cycle input, but you might end up having to invert the inputs feeding the sound objects.

Note: You may have to add Timers in between the Selector's outputs and Sound Objects to account for any delay caused by a hold time on your piston's settings.
2011-05-25 12:15:00

Author:
galacemiguel
Posts: 179


I use an approach very much similar to yours, being a Sequencer set to Forward-Backward (the same binary setting as I will usual use for the Piston).
I then make sure that the playthrough time of the sequencer is identical to the time it takes for a Piston to go up or down once.

En example would be a Piston with a 6 second timing - this leads to a travel time of 3 seconds for it to fully extend from a fully retracted state and vice versa.
I will couple this with a Sequencer using 6 bands, and a timing of 0.5 seconds per band also giving a travel time of 3 seconds. I place the desired Sound Object at the start of the Sequencer and make it stretch allmost to the end except for 1 small grid distance (which equates to 0.125 secs).
There will therefore be a slight delay (of 0.125 seconds) for the sound activating on one of the movement directions of the Piston. If I omit the gap and use the forward/backward setting on the Sequencer, the sound will simply continue playing when the sequencer bar are located on the rightmost side of the 6 bands - And I don't want that

Then I finally make sure the Piston and Sequencer are both receiving the same activating input, and the Sound Object should now be very closely matched to the movement of the Piston

I use the sequencer with each band timing of 1 second per band . I place the sound object at the start of the Sequencer (slight gap) and make it stretch to the end, and do the 1 small grid distance thing that you do at the start instead and have it set to loop. Does the same thing but slightly different.


This might work. :hero:

First, place a Tag on your platform and Tag Sensors (that will look for the aforementioned Tag) at the lowest and highest points the platform will reach.

On a microchip (to keep things tidy), place down a two-port Selector and connect the output of the Tag Sensor at the higher point to the first input of the Selector and have the output of that connect to the sound made with the piston going down. Do the same for the Tag Sensor located at the lower end. Connect that Tag Sensor's output to the second input of the selector and the output of that going into the sound with the piston going up.

You could also have the outputs of the Tag Sensors connected to an OR Gate that would go into the Selector's Cycle input, but you might end up having to invert the inputs feeding the sound objects.

Note: You may have to add Timers in between the Selector's outputs and Sound Objects to account for any delay caused by a hold time on your piston's settings.

This way sounds a lot more complicated but I'll give this a go. I was wondering about wiring up a selector and using tags before I started doing it with sequencers and timers.
2011-05-25 12:28:00

Author:
LittleBigDes
Posts: 920


This way sounds a lot more complicated but I'll give this a go. I was wondering about wiring up a selector and using tags before I started doing it with sequencers and timers.

With sequencers there is the slight possibility that it gets out of sync for some reason. A group of proximity-based sensors is ideal, and requires little to no tweaking outside of the range in which the sensor activates. The logic should be pretty straight-forward as well.
2011-05-25 13:47:00

Author:
schm0
Posts: 1239


In my floating island level i just use two tags on a line of holo, one on the bottom the other on the top,
with a timer connected to the Cycle on the Selector, (theSelector is connected to the two tags)
and have a tag follower and gyro on the thing you want to move. and your done. it's easy and simple.
*mew
2011-05-25 13:57:00

Author:
Lord-Dreamerz
Posts: 4261


With sequencers there is the slight possibility that it gets out of sync for some reason. A group of proximity-based sensors is ideal, and requires little to no tweaking outside of the range in which the sensor activates. The logic should be pretty straight-forward as well.

I use a player sensor on mine. Although on one part I don't, so I may change this to using a player sensor to trigger both the sequencer and platform as I have at other points in my level. But it's interesting to see other methods.
2011-05-25 14:49:00

Author:
LittleBigDes
Posts: 920


Yeah, use tags at either end of the moving platform and link a tag sensor to the sound you want to activate.2011-05-25 15:08:00

Author:
onaga666
Posts: 293


If it's triggered by an event/logic and will not be reversed (except by further logic) then I use a timer set to Count Down for half the time of the piston. Works perfect every time.

In the case of a door or other panel that is triggered by the player (through a player sensor or other switch), I use the same method but with a bit more logic applied, as such:

http://i168.photobucket.com/albums/u180/v0rtex2002/LBP/APhoto_3-1.jpg

But that's just me. So many ways to do anything in this game. I love it! And there's flaws in this logic. If the time is set relatively slow, so the process can be reversed before the piston completes it's movement, then the timers will be out of sync and the sound will continue after the door has stopped moving. I use this chip on quick sliding doors, and you'll never notice that effect.
2011-05-25 16:08:00

Author:
v0rtex
Posts: 1878


Ah I see what you've done there, you've looped the sound round to the open and close action of the door/piston/panel (whatever you choose).

How do you turn off , microchips, sequencers, emitters, pistons etc once a player goes past a point of no return? Various sequencers and/or pistons are either on a one-shot counter, start/stop, play forward/backwards etc. I'm assuming you start with a player sensor wired to the part you want to turn off/stop. Just so my level is more thermo efficient. I want to make it as smooth/playable as it can be before putting a level link in. Sorry slightly off topic there.
2011-05-25 17:23:00

Author:
LittleBigDes
Posts: 920


How do you turn off , microchips, sequencers, emitters, pistons etc once a player goes past a point of no return? Various sequencers and/or pistons are either on a one-shot counter, start/stop, play forward/backwards etc. I'm assuming you start with a player sensor wired to the part you want to turn off/stop. Just so my level is more thermo efficient. I want to make it as smooth/playable as it can be before putting a level link in. Sorry slightly off topic there.

I'm not certain I understand your question. If you mean shutting down logic/activities after the player has left an area of the level that they won't be returning to, it's really not necessary. The thermo is used by the presence of the objects/logic, not by their activity. So shutting them down really buys you nothing. Now sometimes it's nice to shut off logic that is using sound/light objects, so the the player no longer can hear/see them. I like to use a selector as my perm switch (like I have in my picture, but without the NOT gate to reset it). And if you've kept everything on microchips, you can just wire the one selector output to the activation input of your microchips (at the bottom).

Dunno if that actually answers your question, but I hope it helps.
2011-05-25 17:48:00

Author:
v0rtex
Posts: 1878


I'm not certain I understand your question. If you mean shutting down logic/activities after the player has left an area of the level that they won't be returning to, it's really not necessary. The thermo is used by the presence of the objects/logic, not by their activity. So shutting them down really buys you nothing. Now sometimes it's nice to shut off logic that is using sound/light objects, so the the player no longer can hear/see them. I like to use a selector as my perm switch (like I have in my picture, but without the NOT gate to reset it). And if you've kept everything on microchips, you can just wire the one selector output to the activation input of your microchips (at the bottom).

Dunno if that actually answers your question, but I hope it helps.

That answers it, I have areas where the sound interferes with another area further on in my level. I'll do all my fine tuning and sounds when my level is almost done.
2011-05-25 19:46:00

Author:
LittleBigDes
Posts: 920


Yeah, I just used tags that play when in or out of a radius. Very simple, no timing, etc.

I used this in my Jumper level. It's the last room in the first half of the level. Just go toothed end of the YouTube vid in my Sig to hear it. It was a simple set up for a simple need.
2011-05-25 20:22:00

Author:
CYMBOL
Posts: 1230


Yeah - I have a tendency to over-engineer things.2011-05-25 20:31:00

Author:
v0rtex
Posts: 1878


Yeah - I have a tendency to over-engineer things.

Quite amazingly, I just remembered a blinky light circuit that was quite out there.
2011-05-25 20:35:00

Author:
jwwphotos
Posts: 11383


Quite amazingly, I just remembered a blinky light circuit that was quite out there.

You stay out of this! (In my defense.. I was VERY new to the beta at that point... I have gained a wee bit of skill since then).
2011-05-25 20:42:00

Author:
v0rtex
Posts: 1878


You stay out of this! (In my defense.. I was VERY new to the beta at that point... I have gained a wee bit of skill since then).

ROFL! Oh sorry! Was that out loud? I was just thinking of some really fun happy times.
2011-05-25 21:04:00

Author:
jwwphotos
Posts: 11383


Pistons set to directional. Timer of X seconds, self resetting, hooked to a toggle switch. Toggle switch hooked to pistons. Now your logic is leading the pistons, and not in reverse (which is inefficient and unreliable).

Next step is hooking the toggle switch to a sound effect for one direction, then a NOT gate which hooks up to the sound for the reverse direction.
2011-05-26 15:59:00

Author:
Antikris
Posts: 1340


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