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Sound FX duration


Xenogene
  • Version: Beta 5 New Issue Bug Report

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Error Description
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Currently sound fx for animations only play as long as the animation is running. In the case of a projectile hitting an enemy, sometimes they dont play if the enemy happens to be close because the animation stops. The sound fx should play all the way through regardless of animation duration. This way sound files don't get cut off if they are a little longer.

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If you are using Intersect, please find and attach BOTH your Client/Resources/Logs folder and Server/Resources/Logs folder to help us debug your problem. Without these logs we often cannot fix bugs in the engine.

Edited by Xenogene



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Not sure that this really isn't a suggestion, and I'm not confident ad3e160f is a great fix. @jcsnider Reopen this and/or change this to a suggestion if you disagree with my change.

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It's awful btw.. Totally not the way it should work.. If the sounds just play through you dont get harsh cut offs in the sound files.. I feel my report is valid

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In the case of projectiles it should (probably?) play all the way through.... but I don't know if I fully agree. What if your sound effect is 10 seconds long of an arrow whistling through the air? You want it to sound like the arrow is flying for an extra 6-7 seconds despite the impact (thud) sound already playing?

 

Consider a playing equipping a piece of armor with an animation that has a 45 second looping sound effect. If they immediately take off the armor and the sound keeps playing for another 40 seconds that'd be just as bad.

 

@panda the change you made would cause that I believe....

 

Instead, it sounds like this should be some sort of option maybe on the animation editor level. ("always play sound to completion" vs "stop sound with anim")

 

If you all agree, I'm fine with it being added, but I'm way too busy on other stuff.. maybe kibz would be interested? :P 

 

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@jcsnider I added that change knowing that it would cause that other issue instead (I chose the lesser of the two evils), which is why I suggested this is probably more valid as a suggestion instead.

@Kibbelz JC's question to you

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@panda: We should revert the commit until the alternative of the explicit options are added. I think that would technically break more than what is currently broken now.

 

If Kibbelz isn't down to make the change I probably will in RC.

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Just now, jcsnider said:

@panda: We should revert the commit until the alternative of the explicit options are added. I think that would technically break more than what is currently broken now.

 

If Kibbelz isn't down to make the change I probably will in RC.

Fair enough, reopening

 

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@jcsnider @panda the time it takes for an arrow to move through the air is variable so it has to be cut short. Collision on the other hand should play until the sound ends.

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Hey guys.. The issue is not only with projectiles but with any animations.. For example we have pots that you smash in game. We have the animation set at a fairly fast speed (so its not slow mo), but the sound gets cut off at exactly the time the animation ends.. Why does this suck? Because irl sounds reverberate, they dont just cut off.. Problem is you cant get anything to resound atm, because chances are Most if not all animations are gonna be shorter than the sound files.. In the case of sound files being really long, well imo people shouldnt be using long sound files to begin with.. I have even gone to the lengths of shortening sounds in Audacity to fit (sounds that were already pretty short to begin with), however my attempts at correcting this on the user level have failed

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Good point @Xenogene. If the sound is too long then it should be on the user to make the sound shorter if it is too long for the animation. So cutting the sound short is a bad idea.

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On 3/16/2019 at 11:03 AM, Kibbelz said:

Good point @Xenogene. If the sound is too long then it should be on the user to make the sound shorter if it is too long for the animation. So cutting the sound short is a bad idea.


@Kibbelz @jcsnider @panda A good example might be an earthquake.. the animation may not last as long as the sound file, but the reverberating rumble at the end of a long earthquake or lightning bolt sound file is not only realistic, it just sounds way better. Also in this case, the sound Cant be short for reasons that thunder and some other sounds cant be short in duration. Having to match the animation length to a sound duration every time seems like a lot of extra work for the user, when the default could be that they play-through and the option is added to make them stop abruptly. Rather than the other way around. Thank you for letting me state my case.. As you guys know I have rarely made any objections about anything being done at AGD, and have done nothing but encourage people to be patient with the Intersect team. Thank you.

 

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@Kibbelz @Xenogene:

If the argument that animations should not stop sounds because I use short sound effects is valid then so is the argument that animations should stop sound effects because mine are longer

 

Also, changing default engine behaviors at this point would mess up other games.

 

Another example of why the current behavior works better in one of my projects:

Spoiler

Consider an event that's acting like a campfire that a player has the ability to light/put out.  I don't know how long that campfire will be on. I have this really nice, looping sound effect thats 45 seconds long, literally.

 

If they put out the fire I want the sound to stop with the animation. I then want another animation to play of the fire dying and a separate sound effect for it.

 

I do NOT want to reduce my nice sound effects for shorter versions because I don't know when the animation will stop and I'm scared that my sound effect will keep playing long after it should stop.

 

The only valid solution I see is an option to override the default behavior (discussed above). The only question is when does it get done.

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To be clear, I'm not saying one way is better or the other - I can see uses for both. I'm only saying that we need to add the option that allows either behavior based on the specific animation.

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