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Can't Hear Sound Effects
Archive: 8 posts
I was doing some improvements on my iCopter level (check it out in my sig), making a new game over animation instead of the helicopter simply being destroyed using a destroyer, when i realised that I couldn't hear any sound effects that I wanted to add. I can't even hear the default sound that is made when a explode destroyer is activated. The sound effects are set to 100% volume and are not on positional. The only problem I can think of is that there is a lot of logic in the level and that might be causing a problem somehow. Help? | 2011-12-19 19:44:00 Author: PGdafrog Posts: 277 |
I've had entire levels go silent before, and the sound has always come back when I quit and restart. Also, too many overlapping sounds effects can cancel each other out. This can work to your advantage when you want to cover up default sounds, but it's a problem when you try to layer sound effects. You can put several sound effects on a sequencer, offset by just a fraction of a second so that they overlap, but don't all start at the same time. | 2011-12-19 19:57:00 Author: Pookachoo Posts: 838 |
Quitting and restarting doesn't work, I notice it every time play the published level to try to get the high score. There were no sound effects in the level previously (apart from music). | 2011-12-19 20:12:00 Author: PGdafrog Posts: 277 |
i know of 2 major causes of this, 1, overabundance of logic(as you stated) and 2, and overabundance of emitters. Their is also a way you can cancel the sound out by using logic, their is a tool in the creators toolkit that does this, maybe by random chance you created the properties needed for the cancelation, that is my guess i can't be 100 percent, maybe look at all of your logic make sure their are no overlapping sound as pookachoo said and make sure you dont have a bazillion emitters lagging out the sound. aside from that it could just be a bad glitch, i notice this too sometimes, but when it happens to me it is always due to the first 2 options i stated. | 2011-12-19 22:33:00 Author: Tyranny68 Posts: 390 |
An abundance of sound effects or music channels on a custom sequencer can also lead to sound whiteouts. Try disabling all music, either by global setting or physically disable the sequencers, in order to determine whether this is the case. | 2011-12-20 10:04:00 Author: Antikris Posts: 1340 |
I've had this problem. Was due to an overabundance of logic/objects, plus custom music. Turning the custom music off seemed to do the trick. | 2011-12-20 11:16:00 Author: Ali_Star Posts: 4085 |
Not using custom music, but the main structure of the level consists of two emitters both emitting 100 objects at once which might be the problem. I'll see if I can find a way to reduce the number of emitted objects and see if that makes a difference. | 2011-12-20 19:33:00 Author: PGdafrog Posts: 277 |
I found the source of the problem, and it's a real facepalmer. I'd accidentally put SFX to 0% in the global audio levels. Sorry for kinda wasting everybody's time | 2011-12-21 17:40:00 Author: PGdafrog Posts: 277 |
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