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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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