Sound Descriptor Question

Post » Sat Nov 17, 2012 5:21 am

Hey guys, I could really use some help. I have a cave and I wanted to play ambient frog sounds within, but the problem is that the condition for the sound states that it will only play at night. So, I’m curious if I could just duplicate the descriptor and remove that condition to make it work, or would this cause a new sound file being created, etc? I’m trying to avoid creating any additional files for my mod.

Thank you.

-M.J.Kiely
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matt white
 
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Post » Sat Nov 17, 2012 6:47 am

Does that condition actually work? I tried adding conditions to a sound descriptor and it seemed to ignore it and played the sound when it shouldn't. I just "assumed" they really didn't work.

But, if it does work, then just make a duplicate (like you said). I don't think you will have to dupliate the actual wave files.
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Claire Vaux
 
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Post » Sat Nov 17, 2012 5:03 am

You know, now that you said that I actually don't know. I added the frog descriptor and it wasn't working, so I went and looked at it and it showed that under conditions the sound wouldn't play until a certain time. I guess I never really checked if the conditions are even activating at the right times. But thanks for letting me know that duping should be okay.
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CxvIII
 
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Post » Sat Nov 17, 2012 8:16 pm

Conditions work. All of the ambient sounds like crickets and whatnot have time conditions on them so they don't play at the wrong time. (Night crickets dont play at daytime, etc) All of those work.

In fact I was wondering how the game new not to play them and then I found the conditions tab.
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+++CAZZY
 
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Post » Sat Nov 17, 2012 10:46 am

Thanks for the confirmation AV... any idea why the conditions would NOT work for me? I didn't want my animal to use the sound, so I put in a simple condition:

GetIsID gdsBFFFox != 1

But it still used the sound on my fox?
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Craig Martin
 
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Post » Sat Nov 17, 2012 12:54 pm

Yeah, I'm going to play around with it as well. It's funny when you actually go through the descriptor list and realize how few ambient sounds they really have. It seems most are meant for exterior locations rather then interior.
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Alyce Argabright
 
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Post » Sat Nov 17, 2012 10:00 am

Slightly off topic, but conditions work for music too, having added music that plays at particular times of day, only when certain items are present / absent from inventory, and only in certain interiors (including a cute little parody tune that only plays in Belethor's shop. XD) Not that I can release any of this... *sigh*...
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luke trodden
 
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Post » Sat Nov 17, 2012 9:02 am

Actually that's real nice to know too. Thanks Gorun.
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Shannon Lockwood
 
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