DudeAwesome Posted March 4, 2014 Share Posted March 4, 2014 I tried to create a small ambient/noise script like noise.lua but http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/source/sourcesetrange-r321 will not work. I tried to set Range to 0.1 but I can hear the sound attached to a pivot far far away. it also will not work with the standard Noise.lua script. Is this a bug? Quote It doesn´t work... why? mhmmm It works... why? Link to comment Share on other sites More sharing options...
Flexman Posted March 4, 2014 Share Posted March 4, 2014 It sounds (no pun intended) similar to what happens in LE2.5 when you don't have a "Listener" attached to the camera. Listener objects are needed to spatialize sound. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
DudeAwesome Posted March 4, 2014 Author Share Posted March 4, 2014 I´m blind? dont see listener class here http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/ but Listener:Create() is highlighted in leadwerks. edit: ok I´m confused. its in the index page listed http://www.leadwerks.com/werkspace/page/documentation/_/index/ I thought the index page == all functions from command reference? Quote It doesn´t work... why? mhmmm It works... why? Link to comment Share on other sites More sharing options...
DudeAwesome Posted March 4, 2014 Author Share Posted March 4, 2014 what you mean with "attached". I created a camera and set the listener in the editor as child from the camera. the noise comes from an object far away but I still can hear it even with SetRange(0.1). Quote It doesn´t work... why? mhmmm It works... why? Link to comment Share on other sites More sharing options...
AggrorJorn Posted March 4, 2014 Share Posted March 4, 2014 http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/listener/ Seems like the link was removed or forgotten in the command reference. Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted March 4, 2014 Share Posted March 4, 2014 Just make sure your sound is in mono format instead of stereo. OpenAL will not be able to use it for spatialization. 1 Quote Link to comment Share on other sites More sharing options...
DudeAwesome Posted March 4, 2014 Author Share Posted March 4, 2014 ok it have something to do with my .wav file but I dont know why. the files from the leadwerks demo are ok. my files are audible everytime edit: aggror was faster ok maybe this is default knowledge but may put a note on the api that the soundfile have to be mono. Quote It doesn´t work... why? mhmmm It works... why? Link to comment Share on other sites More sharing options...
AggrorJorn Posted March 4, 2014 Share Posted March 4, 2014 You are right. This should be mentioned in the documentation. As well as a link to the listener class. Quote Link to comment Share on other sites More sharing options...
DudeAwesome Posted March 4, 2014 Author Share Posted March 4, 2014 ok it works but I´m not happy. when I look to the object then the split between right and left audiochannel is pretty hard. Is there a way to do this smoother? when I stay in front of a radio I want to hear it with both ears and not just with the closest one. when I look exact to the radio its "ok". it sounds like "audiolaggs" when I look on an object and move the character (fps view) because of the toggle between left and right channel it sounds like there a just 3 ways left on right off left on right on left off right on there is no transition between it like 30% left 70% right Quote It doesn´t work... why? mhmmm It works... why? Link to comment Share on other sites More sharing options...
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