1. #1

    Triggered sounds not playing properly...

    So my track has crowd noise when you trigger checkpoints, and when you fault at special places they laugh at you, and your rider has something to say as well. I have everything programmed right(not very hard ), but when the time comes to play the sounds sometimes they work together smoothly, and other times they cut each other off. It's never consistent either. It's really annoying because it sounds so great when it works I really don't have any compromises for it. The only reason for why it's doing this that I can think of is that sounds are given "classes", and you can only have a certain amount of sounds from each "class" playing at a time?

    Anybody know how to make sounds play around the same time without the game saying, "f*** you and your creative intentions!"?
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  2. #2

    Re: Triggered sounds not playing properly...

    only 5 sounds can work simultaniously if more are triggered some will be cut off
    so best to turn some of when you don't need them anymore
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  3. #3

    Re: Triggered sounds not playing properly...

    I'll see what I can do with that, thanks. Could've sworn I didn't even have more than five at any given time...guess not.
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  4. #4

    Re: Triggered sounds not playing properly...

    Could be related to the checkpoint trigger glitch you mentioned in your other thread here. Is it the same track?
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  5. #5

    Re: Triggered sounds not playing properly...

    Originally Posted by JaminBen007
    Could be related to the checkpoint trigger glitch you mentioned in your other thread here. Is it the same track?
    It is the same track. Though, I think the problem is what sparky highlighted. My checkpoints only trigger two sounds, and the other sounds come from fail areas, that trigger two more, and there are ambient flames and motors and stuff. The fail area sounds are the ones that cut out early or dont play. Im thinking im just going to have to turn off all the fire sounds on the track, and just use the triggered ones, I need those to work, they make the atmosphere. Ill make this crap work somehow, its to nice a track to screw up
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  6. #6

    Re: Triggered sounds not playing properly...

    Okay, so I turned EVERY single sound on my track OFF, and only left the two sounds that are triggered around fail areas, and they STILL don't play right.

    Just to be specific, the area trigger goes to a splitter, which goes to a sound source on one branch, and another sound source on another. This apparently gives me issues....
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  7. #7
    dasraizer's Avatar Senior Member
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    Re: Triggered sounds not playing properly...

    hmm no need for the splitter, point the trigger to the 1st sound event and then use the Select Filter/Event to pass the impulse to the next sound event, also about sounds, if you are using non looped sounds, make sure reset in checkpoint restart is checked otherwise it will re-trigger the sound on checkpoint, not sure however if it does that if its never been activated before.
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  8. #8

    Re: Triggered sounds not playing properly...

    Ive always had this problem with sounds cutting off. 1 of the issues is the rider himself makes sounds that overide any sounds triggered. So now i either completely turn off sound for the rider or i use interval triggers with state events and delay filters to do the job. More work but no headaches.
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  9. #9

    Re: Triggered sounds not playing properly...

    I use splitters for organization, just looks nicer to me. Took them away and the sounds work better, but they STILL cut out sometimes. I don't know for sure, but it seems like maybe the riders body hitting stuff triggers the sound to be cut off

    Edit:I'll try that deadexit
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  10. #10

    Re: Triggered sounds not playing properly...

    That's it. When the rider makes noises based on what's happening on the track, it cuts off the sound clips. Shutting him up fixed the problem...now he's just really quiet. Oh well, this is good enough, not like it's my fault the game functions this way.
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