@dasraiser thankyou! setting the camera to not show visualizations did the trick.
as far as the sounds go i cant remember exactly which sounds clicked even at zero volume. when i made symphonia i had to have several sounds being triggered by the same impulse and adjusted the volume to choose which one played (had to be done that way because you cant change the sound variation with a data source.... other than parameters of course) many of the sounds made the click even though by default all sounds began at 0 volume.
at the time i suspected it may be because so many sounds were being triggered at the same time, or perhaps that they were the same sound? testing it seemed pointless because it wouldn't have worked for me anyway; i ended up using more sounds with parameter settings because of the clicking.
for me many of the sounds are just plain not there. for example all 4 of the electric engine sounds make no noise either in the menu or when triggered in the editor (lol could be a joke?)
the elevators only play the start sound (they are supposed to clunk start then whir and then clunk stop when you switch them off) and when i tried to use them for robotic movement sounds they were intermittent. i discovered if you put an elevator sound into the editor it doesnt work correctly (only start clunk) but if you copy the sound the copy behaves correctly.
other sounds that... have no sound lol;
impact metallic
night vision 2
ok i just tested that and yes all of the above mentioned sounds do not play in the menu. if you place them and then copy them the copy will make a sound,
if you return to the menu inside the copy and change to the next sound when you change back the sound will play in the menu..... however if you change to another again when you change back it has reverted to the bugged state and does not play a sound and will require copying again.
on xbox 360 i havent tested this on ps4
@ B0RG1OF1: if there is really a bug, it seems to be only on xb360 - its working fine on xb1.
each elevator sound is made by 3 parts: clunk start ... whir (looping) ... clunk stop
you can only hear the clunk stop if youre using the sound (off) event, because this tool sends some special command. for example: if youre using a state event or a variable datasource to disable the elevator sound it will immediately stop at the looping whir part and cut off the clunk stop. you can see / hear the example at 1:20 min
I'm having a major blocker in my skill game. I posted a bug report about this already.
FPS in my skill game goes to somewhere around 50 which causes the objects to move slower. I optimized everything but its still slow.
I would fix this by tying the movement speeds to FPS so that they would always move at same speeds. This would work in my game because it doesn't have physics interactions. The problem is that even the timer gets slowed down and there's no way to see the current FPS value to use it as a data source for calculations.
Please make a block or add the current FPS value to the View Settings event so I can fix my awesome flight combat game.
I know about the extract function feature, but I really want to be able to modify it far more easily (and with the other features I mentioned)Originally Posted by dasraizer Go to original post
Okay quick question here. I'm having an issue with my track, I have a whole lot of effects, but they are all separated throughout my track. The issue is that some of the fire, and other things that were earlier in the track now aren't showing up? I haven't altered the beginning of the track for quite some time, so it must be related to something later in the track. How do I get these things to work properly again!?
Apologies for the double post here, (two in a row, not two of the same) but I have found the solution to my problem. I created the effects during the day (in game time). Now... for some reason the ones at the end were fine at night time. Sooo, I switched it back to day time and they are no longer failing/faded. Is this a known issue that effects seem to have affected anyone else?