#1
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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