Sound Marker and Sound Descriptor Help

Post » Sat Nov 17, 2012 11:54 pm

Hello, this is my fIrst post :D
I've added a sound marker to the game that is supposed to play an eagle scream once, then replay when I visit that same area again. The problem is that the sound play immediately after I start the game. So what I want to know is how I would go about making the sound marker go off only when I am within a special area.

Thanks in advance!
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Jade MacSpade
 
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Post » Sat Nov 17, 2012 7:24 pm

I didn't realize sound markers or descriptors could be set to auatomatically play? So how I would do it may not be the best way, but I would create a trigger and use the trigger to play the sound. I can't say that's the best way though... but I do know that would work.
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James Baldwin
 
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Post » Sat Nov 17, 2012 9:35 am

Make your own Sound Descriptor and then in the CONDITIONS section put in a condition for In Same Cell as the player or Get Distance of the player.

http://www.creationkit.com/Sound_Descriptor

http://www.creationkit.com/GetInSameCell


Hello, this is my fIrst post :biggrin:
I've added a sound marker to the game that is supposed to play an eagle scream once, then replay when I visit that same area again. The problem is that the sound play immediately after I start the game. So what I want to know is how I would go about making the sound marker go off only when I am within a special area.

Thanks in advance!
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Charity Hughes
 
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Post » Sat Nov 17, 2012 11:53 am

Make your own Sound Descriptor and then in the CONDITIONS section put in a condition for In Same Cell as the player or Get Distance of the player.

http://www.creationkit.com/Sound_Descriptor

http://www.creationkit.com/GetInSameCell

I wish I could figure out why the conditions don't work for me. I use the same conditions in my dialog but when I use it in the sound descriptor condition, it's ignores. I hope you have better luck KevSaer, as spookyfx.com's suggestion is definately easier.
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Alyce Argabright
 
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Post » Sat Nov 17, 2012 3:24 pm

oh...wow I am not sure it it is broken or not, I have made many of them, but now to think of it I do not remember using the conditions only clearing some of them when converting from vanilla forms. :shrug:


I wish I could figure out why the conditions don't work for me. I use the same conditions in my dialog but when I use it in the sound descriptor condition, it's ignores. I hope you have better luck KevSaer, as spookyfx.com's suggestion is definately easier.
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Nichola Haynes
 
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Post » Sat Nov 17, 2012 6:57 pm

oh...wow I am not sure it it is broken or not, I have made many of them, but now to think of it I do not remember using the conditions only clearing some of them when converting from vanilla forms. :shrug:
I mentioned this in another thread, I think it was AV who said he had no problems with the conditions. So I think they work..
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Stephani Silva
 
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Post » Sat Nov 17, 2012 7:48 am

Conditions work, but they are evaluated when the area is loaded, not continuously.
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Pants
 
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Post » Sat Nov 17, 2012 7:47 am

Conditions work, but they are evaluated when the area is loaded, not continuously.
Hmmm, okay, that is good to know, but still doesn't explain why it's not working for me. I'm using a condition on an animal sound - I don't want the default sound to play for a specific animal so I use a GetIsID... but it still plays the default sound for that animal.
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lexy
 
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Post » Sat Nov 17, 2012 6:29 pm

Are you sure? How do the Crickets and other time sensitive sounds play only at certain hours then?

You could be in the cell a midday, stay in the same cell until night but the crickets do not play in the day only at night. Or am thinking of Oblivion?
mmmm....is there a separate TIME setting for sounds? I will look now...

No, do not see one.

Conditions work, but they are evaluated when the area is loaded, not continuously.
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matt
 
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Post » Sat Nov 17, 2012 6:14 pm

Thanks, it worked!
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Caroline flitcroft
 
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