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Disabling Emitter/Destruction Sounds
Archive: 5 posts
Hey guys. I've been away a while, and just now getting back into LBP. I'm doing cleanup on a level now, and am going to publish it very soon. One thing bugs me though. In the level I have objects that are emitted with a three second lifespan. They are emitted silently as I want, but when they are destroyed (shrink), there is a sound. I would prefer not to have that sound. Is there a way to disable that? I could set them to disappear, but that isn't what I want visually. I've tried using destroyers, but still get the sound. Any ideas? | 2011-08-02 09:57:00 Author: tdarb Posts: 689 |
My first thought... ----> Add a sound effect to the emitted object, setting it to 0% volume and play "on destroy". Now it'll shrink, but instead of making the default noise, it'll make the sound effect noise... which is no noise at all. Because it's muted. (You'll have to recapture the object and reassign it to the emitter though... could be time-consuming if you've got lots of emitters...) | 2011-08-02 10:09:00 Author: Unknown User |
very clever. It worked! thanks. I probably could have messed with it forever and not noticed that a muted sound object would override the default sounds. It's only 390 objects. Well, 6 objects spread through 390 emitters. I have to redo them anyway though. My silly butt forgot to put the score sensor on them anyway, and did 1050 of them wrongly lol(That was my original design). | 2011-08-02 16:42:00 Author: tdarb Posts: 689 |
My first thought... ----> Add a sound effect to the emitted object, setting it to 0% volume and play "on destroy". Now it'll shrink, but instead of making the default noise, it'll make the sound effect noise... which is no noise at all. Because it's muted. (You'll have to recapture the object and reassign it to the emitter though... could be time-consuming if you've got lots of emitters...) Thats a really great idea i never thought of doing it that way. | 2011-08-02 21:19:00 Author: LBP2_Tutorialist Posts: 225 |
My first thought... ----> Add a sound effect to the emitted object, setting it to 0% volume and play "on destroy". Now it'll shrink, but instead of making the default noise, it'll make the sound effect noise... which is no noise at all. Because it's muted. (You'll have to recapture the object and reassign it to the emitter though... could be time-consuming if you've got lots of emitters...) Good idea!!! | 2011-08-03 00:17:00 Author: zzmorg82 Posts: 948 |
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