Sound Barrier

Post » Tue Jun 19, 2012 4:24 pm

My mod has several waterfalls that make quite a noise. Is there a way to keep the sounds of the falls from infiltrating certain rooms?

Thanks in advance!
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lucile
 
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Post » Tue Jun 19, 2012 1:47 pm

I'm not sure how to make them or what they do exactly, but when looking through Bethesda-made cells I've often come across "Acoustic Spaces".
Try filtering in the Object window for: *acoustic
Maybe they will keep the sounds within their spaces.

EDIT: By the way, how did you make your waterfall noisy? Mine sounds awfully quiet. I tried adding "AMBWaterfallLargeLP" and changing it's size, but it's still quiet.
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Angel Torres
 
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Post » Tue Jun 19, 2012 10:55 pm

Thanks for the reply Phrosen!

The acoustic space object gives a space it's basic background noise, like the murmur and rocks falling in the distance in a cave. When I add one of these to this particular room I'm working on I get the acoustics for a large cave but the noise from the waterfalls is still loud. I need someway to block the waterfalls sounds to this room.
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Cody Banks
 
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Post » Tue Jun 19, 2012 5:34 pm

Is there any way to change the volume when applying the sound, or can the sound be edited so the magnitude of the original is lower? I have noticed that almost every mod for prior games that adds a waterfall somewhere, the sound is overpowering.
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Paula Ramos
 
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Post » Tue Jun 19, 2012 11:49 pm

There is a way to change the volume, but for sounds played via script.

You may have to have a trigger volume in the room, that when entered, causes the volume to go from very low (or off, your call), to something more noticeable. Look at the functions in the Sound script on the Wiki.
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Paul Rice
 
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Post » Tue Jun 19, 2012 12:21 pm

Phinius

The falls just happen to be very close to this room. If I turned up the large cave sounds those water falls would still be heard. And I shouldn't lower the sounds of the falls or the room they are in will not sound right.
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Bryanna Vacchiano
 
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Post » Tue Jun 19, 2012 7:33 pm

You can create a trigger to enclose the zone where you want the waterfall to be heard, disable the sound emitter by default and enable it onTriggerEnter and disable onTriggerLeave. Or the inverse, set a trigger where you don't want the sound to be heard, and inverse disable/enable enter/leave.
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David Chambers
 
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Post » Tue Jun 19, 2012 5:09 pm

Maybe make a trigger area for the whole room with the waterfall...and have the sound play only while the player is within this area (catch the player enter and exit trigger area events to toggle the sound)

Dang, Plant beat me to it...does the sound "Bleed in" when you enable something like a waterfall? If so, you can go into your dungeon, find the start of the area where you can start to hear the waterfall in the area where it is, and set a trigger there to enable the waterfall, and disable the waterfall when the player leaves the area.
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Daniel Holgate
 
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Post » Tue Jun 19, 2012 11:30 am

Do sounds fade with a trigger?

Or do they "pop in"?
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Laura
 
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Post » Tue Jun 19, 2012 10:14 pm

Ya know.....too bad they can't, or didn't or whatever, create their textures with a sort Havok type sound barrier.
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Amanda Furtado
 
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Post » Tue Jun 19, 2012 3:41 pm

I don't suppose there's a sound marker that scales with "S" like you can with lights?
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Damned_Queen
 
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Post » Tue Jun 19, 2012 1:47 pm

Doe sounds fade with a trigger?

Or do they "pop in"?

The sound pop in. But if the trigger begin far of the sound emitter, you can't notice it.

The script i made for it, didn't found equivalent :

Spoiler

Scriptname DefaultDisableEnableExitEnter extends ObjectReference  {Disables/Enables LinkedRef(s) on player exit, and re-enables/re-disables them on enter.Works with regular linked ref + LinkCustom01-04 keyworded links.}Keyword Property LinkCustom01 AutoKeyword Property LinkCustom02 AutoKeyword Property LinkCustom03 AutoKeyword Property LinkCustom04 Autoint property TriggerType auto{0 (default) - enables linked refs on enter - disables linked refs on leave1 - disables linked refs on enter - enables linked refs on leave}bool Property shouldFade = FALSE Auto{Whether the links should fade or not when enabled/disabled.  Defaults to FALSE.}bool Property PlayerOnly = TRUE auto{Does this only trigger for the player? (DEFAULT = TRUE)}Function EnableLinkedRef()		ObjectReference MyLink = GetLinkedRef()		ObjectReference MyLink01 = GetLinkedRef(LinkCustom01)		ObjectReference MyLink02 = GetLinkedRef(LinkCustom02)		ObjectReference MyLink03 = GetLinkedRef(LinkCustom03)		ObjectReference MyLink04 = GetLinkedRef(LinkCustom04)		MyLink.Enable(shouldFade)		MyLink01.Enable(shouldFade)		MyLink02.Enable(shouldFade)		MyLink03.Enable(shouldFade)		MyLink04.Enable(shouldFade)EndFunctionFunction DisableLinkedRef()		ObjectReference MyLink = GetLinkedRef()		ObjectReference MyLink01 = GetLinkedRef(LinkCustom01)		ObjectReference MyLink02 = GetLinkedRef(LinkCustom02)		ObjectReference MyLink03 = GetLinkedRef(LinkCustom03)		ObjectReference MyLink04 = GetLinkedRef(LinkCustom04)		MyLink.Disable(shouldFade)		MyLink01.Disable(shouldFade)		MyLink02.Disable(shouldFade)		MyLink03.Disable(shouldFade)		MyLink04.Disable(shouldFade)EndFunctionEVENT onTriggerEnter(objectReference triggerRef)	;debug.trace("TriggerEnter")	if (triggerRef == Game.GetPlayer()) || (!PlayerOnly)		if (TriggerType == 0)			;debug.trace("EnableRef")			EnableLinkedRef()		Else			;debug.trace("DisableRef")			DisableLinkedRef()		EndIf	endifendEVENTEVENT onTriggerLeave(objectReference triggerRef)	;debug.trace("TriggerLeave")	if (triggerRef == Game.GetPlayer()) || (!PlayerOnly)		if (TriggerType == 0)			;debug.trace("DisableRef")			DisableLinkedRef()		Else			;debug.trace("EnableRef")			EnableLinkedRef()		EndIf	endifendEVENT

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Amy Cooper
 
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Post » Tue Jun 19, 2012 12:27 pm

Planteur

Thanks for the script!

I am having a bit of a problem though...I don't know where to start :(

Which trigger do I use? There seems to be several.

Do use "ArenaEntranceTrigger" or ???

And once I placed the above trigger I didn't see anything.

Obviously this is the first time I've used triggers...

Thanks!
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Heather Dawson
 
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Post » Tue Jun 19, 2012 2:32 pm

I've found this page but it doesn't seem to be what I'm looking for.

http://www.creationkit.com/Bethesda_Tutorial_Papyrus_Events_and_Properties

Do you have any links where I can learn this?

Thanks again!
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cosmo valerga
 
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Post » Wed Jun 20, 2012 1:58 am

After I try to add the script to the trigger that surrounds the waterfall sound emitter Ck crashes on me .... Am I doing it right?
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suniti
 
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Post » Tue Jun 19, 2012 5:13 pm

Planteur

Thanks for the script!

I am having a bit of a problem though...I don't know where to start :(

Which trigger do I use? There seems to be several.

Do use "ArenaEntranceTrigger" or ???

And once I placed the above trigger I didn't see anything.

Obviously this is the first time I've used triggers...

Thanks!

Create a new trigger for your room, to be rapid, just select every piece of your room or only the 6 corners (4 for a simple room) and click on "Create trigger", you will have a trigger that enclose your room, attach the script to this trigger. If you didn't create the script before, create a new one and respect the name of your trigger in the script. I named mine "DefaultDisableEnableExitEnter".

Don't forget to link the trigger to the ambiant sound or the sound emitter.
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Jeneene Hunte
 
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Post » Tue Jun 19, 2012 11:12 am

Something isn't right.

I selected the walls in my room and crated the orange trigger box, pressed ok. I then open the trigger box and went to the scripts tab.

I created a new scipt and named it then inserted your script.

When I pressed ok the Creation Kits crashes.

Am I missing something?
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Lindsay Dunn
 
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Post » Tue Jun 19, 2012 10:07 pm

i'm not sure if the creation engine supports this, but in other game engines, you could control sound properties per room by creating a sound volume box that covers only that room. maybe the CK has something similar to this (through use of primitives and scripts)?
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Marguerite Dabrin
 
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Post » Wed Jun 20, 2012 2:08 am

i'm not sure if the creation engine supports this, but in other game engines, you could control sound properties per room by creating a sound volume box that covers only that room. maybe the CK has something similar to this (through use of primitives and scripts)?

I've played wit the sound emitter, a piece called "AMBWaterfallLargeLP" but there are no properties that I can tell about doing that.
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Kitana Lucas
 
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Post » Tue Jun 19, 2012 4:09 pm

I don't know why CK hang for you, perhaps a mismatch with the script name or the properties.

I made a video with all the steps : http://www.youtube.com/watch?v=6Tz-0mEgV2s If this can help.
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Pants
 
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Post » Wed Jun 20, 2012 2:09 am

I don't know why CK hang for you, perhaps a mismatch with the script name or the properties.

I made a video with all the steps : http://www.youtube.com/watch?v=6Tz-0mEgV2s If this can help.

Great video Planteur. But there are some things that I can't read even with my 22" monitor:(

Can you please attach the .pcs fille for me here? I think my CK is crashing because it's having a hard time compiling the script....even though I have a core-I7 2600k (4.4ghz) with 8gigs of ram and a gtx580 :/
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GEo LIme
 
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Post » Tue Jun 19, 2012 5:25 pm

Planteur

I use NotePad++ too and went to their site and couldn't find "Compile Papyrus" with their plugins...where did you get that....it would save a lot of time :)
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Dawn Farrell
 
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Post » Tue Jun 19, 2012 10:24 pm

For notepad++, everything is there : http://www.creationkit.com/Notepad%2B%2B_Setup

The video is readable in full screen and HD 1080p. I don't find how to attach a file here, I have a "manage attachments" in my profile, but nothing to add attachments anywhere.
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victoria johnstone
 
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Post » Tue Jun 19, 2012 9:25 pm

It seems you have to have Papyrus installed in order to do that method. :(
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Baby K(:
 
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Post » Wed Jun 20, 2012 1:47 am

Papyrus comes with the CK, the compiler is in your steam directory, under "skyrim\papyrus compiler"
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C.L.U.T.C.H
 
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