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#1

Unwanted Sounds

Archive: 9 posts


I don't know if someone has already written about this, but I just recently noticed this.
When I try to remove a sackbot with destroyer placed on it, its destruction is followed by (except the provided sound) an additional crack / break sound that is heard about 2 seconds after its destruction. This sound doesn't appear only when shrink or fade option is set in destroyer. For current purposes, fade solved the problem, but what if I do need exactly "disappear" setting ?
Other undesirable sounds are sound of controllinator ejection and sound of jump down (talking about sackbots). I tried to remove them with the sound object with volume 0, and with global sound object with various settings, but without success.
Is there any way to remove/hide the aforementioned unwanted sounds ?

Any help will be appreciated.
2012-06-13 08:43:00

Author:
goranilic
Posts: 332


The only way I know to get rid of unwanted sounds is disabling sfx for two or less seconds, wich is really simple, but doesn't really solve anything if you have a sound you want to be heard beyond that.2012-06-13 11:33:00

Author:
Unknown User


The only way I know to get rid of unwanted sounds is disabling sfx for two or less seconds, wich is really simple, but doesn't really solve anything if you have a sound you want to be heard beyond that.

Exactly, I want other sounds to be heard, if that is possible.
But that crack sound surprised me. 2 seconds after sackbot disappearance !?! Smells like a bug.
2012-06-13 12:11:00

Author:
goranilic
Posts: 332


Not 100% on this, but I think the "crack" is only heard in create mode.2012-06-13 12:41:00

Author:
Ali_Star
Posts: 4085


Not 100% on this, but I think the "crack" is only heard in create mode.

I was ready to swear that I heard that sound in play mode too, but just checked and found that actually can't be heard.
OK, but still don't know how to hide the other two sound.
2012-06-13 16:37:00

Author:
goranilic
Posts: 332


Have you tried putting a sound object on the offending object, set to 0 volume, triggered on destruction? It works on stuff like water droplets.2012-06-13 17:42:00

Author:
Antikris
Posts: 1340


Have you tried putting a sound object on the offending object, set to 0 volume, triggered on destruction? It works on stuff like water droplets.

I did, but unsuccessfully. This sound occurs 2 seconds after the destruction, but Ali_Star well noticed that the sound appears only in the Create mode, so it should not be a problem.
But problem with "natural" sounds of controllinator ejection and jump down is still actual. I put the sound object with volume 0 on sackbot , then in the controllinator, but the sounds are still heard.
2012-06-13 19:25:00

Author:
goranilic
Posts: 332


Hmm. You may be able to solve the sound problem with the controlintator using a Material Tweaker. The tweaker has a physics sounds option that you can turn off. I'll get on LBP2 and verify this for you.

That doesn't work any more... Sadness.

Also tried a number of different things I could think of, and none of them worked.
2012-06-14 01:33:00

Author:
SuddenEnigma
Posts: 70


Strange, global audio gadget doesn't work when I put it on the sequencer.2012-06-15 07:33:00

Author:
goranilic
Posts: 332


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