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Car Radio Issues


Cirevam
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Right now I'm making a small mod that will allow you to mount a radio inside of any vehicle, through the AE, so you can drive around listening to music in-game. It works almost perfectly. In first-person you can hear the music at full volume, and in second-person you can barely hear it. But it seems like the game handles sound falloff differently in third-person since it plays the music at full volume when you're above the vehicle, but it fades out when you move the camera away. I don't want to hear the music in third-person, at least not so loudly. Do any of you know how to make this happen?

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Only thing I can think of is messing around with that 3dsoundfalloff variable, or whatever it's called. That, however, would affect all sounds...

Perhaps you can add the 3Dsoundfalloff variable(s?) to the ae file and it'll treat the variable in the same way it treats level specific variables?

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I'm not sure where adding it to Stats { would be useful, but I'll try decreasing that value to see if it makes the radio sound better.

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I'm not sure where adding it to Stats { would be useful, but I'll try decreasing that value to see if it makes the radio sound better.

Methinks that when you add a value to an objects or levels stats, it makes a value which is specific to that level/object only, and for all others, it relies on the default that you've set at the top.

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I'm not sure where adding it to Stats { would be useful, but I'll try decreasing that value to see if it makes the radio sound better.

Methinks that when you add a value to an objects or levels stats, it makes a value which is specific to that level/object only, and for all others, it relies on the default that you've set at the top.

This is true, though several values don't work in this manner.

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The problem is that the radio is an upgrade object, so it doesn't have an entry in Stats {. It's listed under UpgradeTypes { which doesn't allow any freedom.

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The problem is that the radio is an upgrade object, so it doesn't have an entry in Stats {. It's listed under UpgradeTypes { which doesn't allow any freedom.

Ba-dum-dum-dum. You'd still think that its SFX entry is in the regular place in the .cfg, and so putting the code in Stats would still work...

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What game have you been playing? Sound effects are listed under Samples {. Stats { is for minifigs, vehicles, creatures, and buildings.

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  • 1 month later...

The sound is just a WAV file. Because the sounds are triggered in the animation of the radio, you can only have a predetermined sequence of sounds that are played. This means I can have several sounds that can be played by the radio, but they'll play in the same order every time. Plus, since they have to be WAV files, they take up a lot of space.

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