Footstep sounds not scaling with character. [SOLVED].

Started by RetroJay, Thu 17/01/2013 05:14:00

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RetroJay

Hi all.

I need a little help.

I seem to be having broblems with 'Character scaling'.
All of my Character sprites have a footstep sound within their views, at the correct frames.
A few rooms have Walkable areas where the character walks away from the camera, in to the distance.
Although the character scaling works, he gets smaller, the footstep sounds stay at the same volume.

I have searched and read the manual, as usual, but am at a loss.
I have gone over and over this and everything is set to use 'continuous scaling'.

Please. have I missed something here?

Many thanks.
Jay.

Armageddon

I don't see why they would get quieter if we're hearing what the player character is hearing.

RetroJay

#2
Hi Armageddon.

The character footstep sounds got quieter as he walked away in 2.72 so why not now?

From the manual:
QuoteScaleVolume property
bool Character.ScaleVolume

Gets/sets whether the character's volume is adjusted in line with his current scaling level. This allows you to modify the "Adjust volume with scaling" option from the editor.
By default, this is false. If you set it to true, then any frame-linked sounds for the character (for example, footstep sounds) will have their volume automatically adjusted in line with the character's scaling level. At the normal 100% zoom level the sounds will be played at normal volume, but will then get quieter and louder as appropriate in scaled walkable areas.

Example:

cEgo.ScaleVolume = true;

will mean that EGO's footstep sounds are adjusted in line with his scaling

I have tried everything I can think of and can't make it work.

Thanks.
Jay.

Khris

I tested this in my default test game and set the MinScaling to 10. It worked on the spot; the volume got noticeably lower.
Then I set MinScaling to 60 and the change was still there, although much more subtle. Add the fact that the sound's balance is changed as the character moves on the x-axis and it can be hard to notice at all. But it definitely works just fine in 3.2.1.

RetroJay

Hi Khris.

I am using AGS 3.2.1... Finally.
I'm glad it works for you cos It sure as hell don't work for me. ???
I tried what you did by setting the MinScaling to 10 but there is no change.
The character gets smaller as he walks away but the sound will not scale with him.

Could it be the format of my footstep audio clip? It is a wav file.

Any help to resolve this would be much appreciated.
Thanks.
Jay.

Khris

I recorded a wav file, works fine for me.
Could you upload your file so i can check it?

The only other thing I can think of is double-checking that ScaleVolume is in fact enabled.
Try adding this to your test room's script:
Code: ags
void on_key_press(eKeyCode k) {
  if (player.ScaleVolume) Display("It's enabled.");
  else Display("It got disabled at some point.");
}

and press any key during the game.

RetroJay

I added your script to my room and it says that it is enabled.

I would love to upload my audio clip to your good self... How do I do that? :-[

Jay.

Khris

Try uploading it here:
http://bluecup.suitorgames.com/
(provided by TheSuitor for AGS related stuff)

RetroJay

Uh Hu. I see it all now... some of it.

I think that has worked. It is 'Footstep rar'.
I could only do it like that it wouldn't accept just the file on it's own.

Many thanks Khris.
Jay.

Khris

I imported your file and set it as sound in the view editor. And again, it gets quieter as the character gets smaller.
This is really puzzling, I have no idea why it doesn't work for you.

Maybe there's something weird going on with your audio setup?
I have uploaded my compiled test game, if you want to try it: http://bluecup.suitorgames.com/FootstepTest.zip

RetroJay

#10
Hi Khris.

I have tried your test room and it works just fine.
I have no idea as to why it won't work for my game.

Only one other thing I can think of is, and I don't see why this should matter.
I am creating my game with AGS 3.2.1 on a Windows XP machine at the moment, until I get my Win7 machine back from repair.

I do seem to be having sound issues with 3.2.1.
You helped me only a while back with 'Ambient sound' problems not playing after loading a game, which you cured for me.

I know that this will upset people... but I still like 2.72 better. I am truly Retro. ;)

Thank you for all your help, Khris. I really appreciate it.
I shall just have to keep playing and see if I can solve this.

Jay.

P.s. Maybe I could Up-load what I have to you and see if you can find anything wrong, if you don't mind?

Khris

Sure, go ahead, I'm curious why it doesn't work for you.

RetroJay

Hi Khris.

I have up-loaded the bare bones of my test.
Also I have brought the MinScaling down to zero in room two, Walkable area 2, just to emphasize the problem.

I hope you can find what is amiss here.

Many thanks.
Jay.

Khris

Hi Jay,

I don't know what to tell you...
Before looking at anything in AGSEdit, I gave the game a test run, and the footsteps get quiet in room 2 just fine.

Do you have another system you can try the game on?

Edit: what happens if you play an audio file and decrease the channels volume? Does that work?

Slasher

Downloaded test

settings DirectDraw
No filters
WIN XP

Sounds working ok, bit rough but ok.

slasher


RetroJay

Hi Khris.

I am totaly baffled by this.
As far as I know all the audio setup on this comp is fine but I will check it out.
I will try my test on my win7 comp, when I can and let you know what happens.

Thank you for your time, Khris.
Jay.

Hi Slasher.

Thanks for taking a look.
It's only a test. I have other sounds better than that one for his footsteps.
Also the backgrounds were just slung together for test purposes.

Many thanks.
Jay.

RetroJay

This is cranky.

I instaled AGS 3.2.1 on a win7 comp, put my test game to it, and tested it.
Exactly the same thing happens. >:(

The footstep sounds stay at the same volume.
Surely if the player characters MinScaling is set to zero then the volume of footsteps should be inaudible.

This is driving me around the bend.

Jay.

Slasher

Try setting minimum scale to say 10 and see what happens?

RetroJay

#18
It doesn't work.

I have tried everything... and... It doesn't work.
I used the same effect with 2.72 on the first part of my game and had no problems.

So far I have had nothing but grief with 3.2.1.
I am NOT impressed with it, not one little bit. :(

Jay.

Slasher

If the sound refuses to lower with scale then it could be a 'Windows' problem.

Have you tried compiling and then altering some of the setup options before running game?

Apart from that I don't know why sound is not lowering with scale.

AGS 321 is a great engine responsible for many a great game.


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