I don't know if this is the game or my computer, but when you place a oscillator sound source and activate it with f.example the area trigger, it makes a sound (beep or static noise, depending on type of osc). Even with volume set to 0...
I found a way around this is to place the sound far away from the rider, then move it to where you want with Object position event, after you enable it. This works, but slows down building other stuff on the track. Is there other solutions to this?
What is your exact setup and problem? I just quickly tried a looping sound source with an area trigger to a sound event and turned the volume down to 0 and I couldn't hear the sound.
Well the problem Im having is that the sound you hear on the video always comes when activated, so if I want a sound in another pitch to play when activated, with volume at 100%, that will play together with the short beep. No matter the volume level. Doesnt sound too good.
Still the beep will be there when track starts if the sound source is near rider. I can activate it far away then move it with OPE, but kinda want to avoid that.
What I did in the video, does that happen to anyone else? If not I wont worry about this, as long as others dont hear the unwanted beeps in my tracks
Sorry but I'm still not sure what you are trying to accomplish but I think your problem is because you are using a state event to turn on the sound source. When you use the Sound event you won't hear it anymore.
I could help you more if you tell me what it is exactly what you want to do because with the setup you have I don't get why you use a looping sound source (since you only want a beep you don't have to use a looping sound).
Does the same sound has to change pitch? then you can use a curve data source (if you want to change it while hearing it) or a set value event to set the pitch.
Maybe best that you add me on uplay if you want me to help out, because this is a bit slow and confusing (name: bassline001)