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Creating sound/music for a nightclub? (mulitiple radios for speakers)?


Guest Messenjah

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Guest Messenjah
So, I have developed a radio station for my nightclub mod called Boomtown. However, the problem I have is that the generic radios are far too quiet and they seem to have a pretty low sound proximity. So, I was wondering if there would be any way to increase the sound proximity of the speakers? Right now I have a rediculous ammount of speakers in my cell that provide sound but my level has a ton of lag and the framerate is slowed down significantly, not to mention that not all the speakers (radios) are in sync. Any suggestions or ideas?
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You should be able to choose whether the radio station applies to a range (what you have now), the cell (which I think is what you want) or the entire world (like GNR). Sorry I forget off hand where you choose this. Either on the radio ref, or on the activator.
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Guest Messenjah

You should be able to choose whether the radio station applies to a range (what you have now), the cell (which I think is what you want) or the entire world (like GNR). Sorry I forget off hand where you choose this. Either on the radio ref, or on the activator.

 

 

I think that applies to the radio reception/signal though? For instance, the talk activator is the access point much like access points are set up in a wireless internet company and the radio itself acts as a receiver so the radio signal can be heard on the pipboy in certain parts of the world but not others? Or am I incorrect on this?

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No, you're right. Those settings are for radio signal reception and not the way that the radio is heard. There is not a lot you can do other than making as loud a recording as possible. Perhaps you can make use of the fact that the pipboy radio plays radio stations right at the player with the maximum volume that can be heard, though I am not sure how to take advantage of this - I don't know how you could tune the player's pipboy to a specific radio station. You might be able to make some sound objects that play the radio songs though and add those sound markers to the level. Again, I haven't tried this myself. If your level is laggy, check the number of light objects you have. Lots of 'light bulbs' will easily lag a cell. Use them sparingly. If you want a brighter cell, just use the cell lighting feature to make the whole cell brighter - that is is this is the issue thats lagging your cell.
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I found myself wanting to do this exact thing earlier today, here's how I did it.

 

First I went the radio station route, and found it to be a dead end, the same as you did i guess.

 

I tried changing the music type of the cell, no good.

 

Finally I went with a single sound marker, playing my one looping track (which is all I needed in the first place, if you want more it might be more difficult). But it works perfectly, you can set the attenuation so it trails off with distance exactly how you want, and you can set it to start and stop at a certain time. I even have it toggled via jukebox. Works great.

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Hmm...

 

I always wondered if it was possible to play a song from a sound object. I guess it is. In that case, you could place several sound objects each with a different song and have a controlling script that enables one at a time so it sounds like a radio station. With a bit of work, you could even enable some sound objects to play verbal intros in between. With enough scripting skills, you could even make the songs play randomly but not repeat until a certain number of other songs have played, just like the radio stations.

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Yes, all custom sounds need to be under the sound\fx folder or the game won't find them, even if they are song files. The game doesn't know what's a song and what's a simple sound from this point of view.
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What I mean is, when you browse to your sound, it will let you choose anything under data/sound. But it won't play the sound unless it's in sound/fx. For example I tried browsing to my radio station sound, which is under sound/voice, and it let me. But it wouldn't play it until I moved it under the fx folder.
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