I assume the point of adding piano notes to the game was to make music. However, when I chain the notes together, either with one trigger and delays in between notes, or a trigger playing each note one by one at the right time, the sounds often play over top each other. Even when they're all triggered to play once, when it's done, it'll let off a smattering of notes.
Are the piano keys glitched like everything else in the game? Is there any way to make the piano work?
I've done some short tunes before, it also happened by me, and on every sound source.![]()
i tried to make a metal drum line from "disasterpiece" and i had the same or a similar problem^^
sry this won't help i guess but maybe we get faster help if more ppl show up with this prob![]()
make sure to use sound events
its better to mess with only 1 soundscource and mess with pitch and volume with the help of datasources
^ thisOriginally Posted by sparkierjonesz
I've never been able to get piano sounds to work correctly, but I haven't had any issues with the other sounds.
Wait...how would that work for something like the piano? I understand the use of one sound source for the looping square and sine waves, I used them lots of times and they are decent. But how can I make music with one piano sound source? Every time I want it to play a note it'll cut off the one before it, since it's all from the same source...
haven't looked at the piano notes(do they each have a separate variation for each note?) but maybe you can leave a few on and turn on the volume when you want a certain one to play?
or can you try to change the variation while playing?maybe you can tie the note variation to a datasource
also the game can only handle 5 or so soundsources at the same time and when a new one gets activated the oldest one gets cut of
There's two different notes. I guess to help so that you don't have to reach so far to change the pitch.
The notes play screwy regardless of how many sound sources are active.
the problem is probably that initial beep when activated?
have you tried putting volume at 0 for that initial activation and turn it on like 1 tick later?
do you still get that bad sound when the soundsource is activated even when volume is at 0?
The blip when activated is annoying, but not the issue. What happens is during the chain, at random points, it'll trigger multiple notes to go off at once, screwing up the sequence, despite the note chain being a completely linear progression.(meaning only when the first not goes of can the second one go off, after the delay.)Originally Posted by sparkierjonesz