Jump to content

Photo

Sound Effects


  • Please log in to reply
5 replies to this topic

#1 klop422

klop422

    Guess I'm full of monsters and treasure

  • Members
  • Real Name:Not George
  • Location:Planet Earth

Posted 30 April 2018 - 08:31 AM

Two things I want to check are possible.

 

First, can the game know when a sound is going to be played?

What I mean by this is if I'm killing an enemy, does the game know the sound is playing?

 

Second, can a script be used to silence the sound effect before it plays?



#2 Russ

Russ

    Caelan, the Encouraging

  • Administrators
  • Location:Washington

Posted 30 April 2018 - 08:56 AM

To the first question: No, not really. I mean, you can do stuff like detect that an enemy was just killed, and assume that a sound will be played cuz that's what happens when enemies die, but you can't detect the actual sound being played.

Similar deal with the second question. To silence a sound effect, you'd basically need to rescript the condition that creates it and use your scripted, no-sfx version instead.

#3 ShadowTiger

ShadowTiger

    The Doctor Is In

  • Members

Posted 30 April 2018 - 09:04 AM

I'm guessing that creating a new, duplicated enemy that doesn't have a death sound effect is off the table for this particular situation?
  • EnnonFenom likes this

#4 klop422

klop422

    Guess I'm full of monsters and treasure

  • Members
  • Real Name:Not George
  • Location:Planet Earth

Posted 30 April 2018 - 09:23 AM

Yes, it is. I'm trying to get an item to not play the item jingle when you pick it up (so I can use a custom one for a specific item), for picking up the Master Sword.

Best solution I can come up with right now is to duplicate the 'Get Item' sound, silence the original, and make every item play the duplicate when you pick it up.

 

EDIT: Didn't realise I could change the "hold up item" sound in the screen data. Oops.

I think there was something else I wanted to try with this, but I can't remember.


Edited by klop422, 30 April 2018 - 10:04 AM.


#5 EnnonFenom

EnnonFenom

    Why, must I clean out Old Lady Simmon's Cave?

  • Banned
  • Real Name:Eric Dethel

Posted 30 April 2018 - 10:40 PM

Two things I want to check are possible.

 

First, can the game know when a sound is going to be played?

What I mean by this is if I'm killing an enemy, does the game know the sound is playing?

 

yes, but you have to import the sound, then set it.   Some boss have roar's. That is a sfx.

So you just have to set it, the zc does the rest.

So say you want a monkey enemy, you could make a wav of a monkey sounds. And a different sound for dying. Just lable it, and the set them.

 

 


Second, can a script be used to silence the sound effect before it plays?

 

Again, make a silent wav file. and import via quest>audo>sfx

I personally diss like the sfx that plays during a message string. So thats what I do, just lable it string sfx

 

Similar deal with the second question. To silence a sound effect, you'd basically need to rescript the condition that creates it and use your scripted, no-sfx version instead

no scripting is needed. See above.

 

Addendum I suggest to make wav, mp3s use audacity, its freeware   

https://www.audacityteam.org/


Edited by EnnonFenom, 30 April 2018 - 10:47 PM.


#6 klop422

klop422

    Guess I'm full of monsters and treasure

  • Members
  • Real Name:Not George
  • Location:Planet Earth

Posted 01 May 2018 - 05:40 AM

No, the issue is not that I want to replace the sounds with silent ones (that would solve many, but not all problems), but that I want to make sounds that would normally play not do so. For example, if I wanted the sword to normally make a sound, except in a specific room when standing on a specific tile, then I'd ideally be able to silence the sound effect for just that position.

 

I do wonder if you can change screen data for sound effects using scripts, though.




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users