KiokothePirate Posted March 14, 2019 Share Posted March 14, 2019 How do you change the distance that an ambient sound effect is heard? I'm building a player home with a waterfall in an underground chamber beneath the house. The problem is, when I go into the house in-game I can hear the waterfall the moment I step inside. Even though the waterfall is 2 levels below. I know I could place the underground chamber into its own cell, but that isn't desirable as I'd prefer NPCs to be able to sandbox down to the chamber. Link to comment Share on other sites More sharing options...
NexusComa Posted March 15, 2019 Share Posted March 15, 2019 Two ways to handle this ...#1. Duplicate the sound obj so you're working with your own and replace the sound range with a shorter one.#2. Create a sound box around the lower level. Link to comment Share on other sites More sharing options...
KiokothePirate Posted March 16, 2019 Author Share Posted March 16, 2019 Two ways to handle this ...#1. Duplicate the sound obj so you're working with your own and replace the sound range with a shorter one.#2. Create a sound box around the lower level.By sound box I assume you mean an acoustic space? Link to comment Share on other sites More sharing options...
NexusComa Posted March 16, 2019 Share Posted March 16, 2019 (edited) Yes ... Acoustic space, this is something I just went through. I found sound is not that easy to work with.Adjusting the volume level of a new sound then adding it to the game has little effect. But if you edit the [sound descriptor]'s [output model] you will see options that have less range. Of course to do that you would have to copy/rename one to a new object ... (yes on create new form). Or you could just use the Acoustic Space option. I myself went with the range edit as it worked pretty good and I did want to be able to hear the sound slightly from a distance. Oh one other way is to use a enable disable script on a trigger box that will enable the sound (as in turn it off and on)Something like this ... Scriptname _BoxEnable extends ObjectReferenceObjectReference Property Marker auto Int InTrigger = 0 Event OnTriggerEnter(ObjectReference akTriggerRef) If (InTrigger == 0) If akTriggerRef == Game.GetPlayer() InTrigger = 1 Marker.Enable() ;debug.notification("Entered Trigger") EndIf EndIf gotoState("done")EndEvent Event OnTriggerLeave(ObjectReference akTriggerRef) If (InTrigger == 1) If akTriggerRef == Game.GetPlayer() InTrigger = 0 Marker.Disable() ;debug.notification("Leaving Trigger") EndIf EndIf gotoState("done")EndEvent State done ;do nothingendStateThen set the sound object (the green speaker) with [Enable Parent} to the X marker you linked to with the script above. You may even be able to link directly to the sound and not a marker and then use Marker.Enable(true) and Marker.Disable(true) for a fade in and out effect ... I'll have to test this to be sure. Edited March 17, 2019 by NexusComa Link to comment Share on other sites More sharing options...
KiokothePirate Posted March 20, 2019 Author Share Posted March 20, 2019 At this point I've gone and edited the output model, adjusted the maximum attenuation, and applied it to the cell. I haven't tested it yet though. Basically I cut the maximum attenuation in half. Link to comment Share on other sites More sharing options...
NexusComa Posted March 20, 2019 Share Posted March 20, 2019 You know them sound boxes/Acoustic Space boxes work really well. You don't even need to do anything other than place it around the area.This option here: "edit the [sound descriptor]'s [output model] you will see options that have less range" Is the way to go. This is how the game handles sound range.Many options of how you want the sound to be played within that [ ] pull down. Just edit any sound rename it and choose create new (yes). Keep in mind all sound objects(that little green speaker) link to an actual sound "pointer" (it points at where to find the sound on disk). So you need to edit a sound "pointer" rename it and choose new (yes).Link your newly made sound object to your newly made sound "pointer" then do with it what you will. Without messing up any game file or resource. In this case changing the[sound descriptor] setting in the [output model] to have less range. Link to comment Share on other sites More sharing options...
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