Hi Friends ! Working with Irrlicht for over a year now I gave RF a go.(the
072A one).Its atleast 20 times fast to make a working game with RF than
Irrlicht,though speed is an issue ,time taken is minimal
O.K.
Now plz tell me how do i add a simple sound inside my level.I ve
managed to add objects through the <static mesh entity> option by placing objects in the \media\actors directory , but i am stuck with adding sound .
Also , I ve tried everything ,but cant seem to add a simple moving model
Stuck !!!
Even faster:
http://www.dhost.info/realityfactory/on ... /index.htm
AudioSource3D
The AudioSource3D entity is used to place a point-source of sound. All AudioSource3D sounds loop, and have an audible radius beyond which the sound is no longer heard. The sound will fade in volume the further the player is from the entity. Supported audio formats include WAV, MP3, and Ogg Vorbis.
Field Descriptions
The fields for the AudioSource3D entity are:
Field
Description
bLoopSound
True or False to loop audio
BoneName
Name of actor bone to attach to
EntityName
Name of the entity to attach this entity to
fRadius
Maximum distance after which sound cannot be heard
Model
Name of the world model to attach to
szEntityName
Name of this entity
szSoundFile
Name of the sound file to play
TriggerName
Name of trigger entity
For more information on attaching the AudioSource3D entity to another entity or model see Attaching Entities to an Actor, Player, or Model.
If there is a name in the TriggerName entry then the sound will only play if the state of the trigger is on. Each time the trigger activates the sound it is started at the beginning.
Examples
Here are several examples of AudioSource3D entities in various configurations.
(picture in real help)
Example #1 plays the sound laughter3.wav any time the player is within 200 texels of the entity. This sound loops continuously.
Example #2 plays the sound only if the state of the triggering entity, trigger1, is on and the player is within 200 texels of the AudioSource3D entity.
Example #3 is attached to the bone named Bone01 of the actor in the entity named MovingMan. It will move with this entity and the sound will be heard if the player is within 200 texels of that actor bone.
http://www.dhost.info/realityfactory/on ... /index.htm
AudioSource3D
The AudioSource3D entity is used to place a point-source of sound. All AudioSource3D sounds loop, and have an audible radius beyond which the sound is no longer heard. The sound will fade in volume the further the player is from the entity. Supported audio formats include WAV, MP3, and Ogg Vorbis.
Field Descriptions
The fields for the AudioSource3D entity are:
Field
Description
bLoopSound
True or False to loop audio
BoneName
Name of actor bone to attach to
EntityName
Name of the entity to attach this entity to
fRadius
Maximum distance after which sound cannot be heard
Model
Name of the world model to attach to
szEntityName
Name of this entity
szSoundFile
Name of the sound file to play
TriggerName
Name of trigger entity
For more information on attaching the AudioSource3D entity to another entity or model see Attaching Entities to an Actor, Player, or Model.
If there is a name in the TriggerName entry then the sound will only play if the state of the trigger is on. Each time the trigger activates the sound it is started at the beginning.
Examples
Here are several examples of AudioSource3D entities in various configurations.
(picture in real help)
Example #1 plays the sound laughter3.wav any time the player is within 200 texels of the entity. This sound loops continuously.
Example #2 plays the sound only if the state of the triggering entity, trigger1, is on and the player is within 200 texels of the AudioSource3D entity.
Example #3 is attached to the bone named Bone01 of the actor in the entity named MovingMan. It will move with this entity and the sound will be heard if the player is within 200 texels of that actor bone.
also, look in the documentation under "Door" or "MovingPlatform", and look up models (not to be confused with actors; in rf, 3d models = actors and moving level geometry (although thats condensing it a bit, they are also used for static things like triggers) = models); that should help you with moving level geometry. hope you enjoy rf!
rffaq http://terrymorgan.net/rffaq.zip
Line 6300, some DOLT changed the AudioSource3d entity to
require 2 extra entities.
Get http://terrymorgan.net/audiosource3dtest.zip
for a working demo.
Q. My audio source 3d won't work in RF 071, why?
A. There's supposed to be a good reason for this,
but all I know is it broke all my
3d entities.
The change has made the default state of the AudioSource3D
to be Off. It needs an active trigger to run. If you just want it to
run all the time, add this to the level...
Trigger Entity
szEntityName - audiotrig1
LogicGate Entity
szEntityName - audiotrig1on
Trigger1Name - audiotrig1
Type - 2
AudioSource3D
TriggerName - audiotrig1on
This will make it always active.
To save time later, select the 3 entities and go
Modify/Create Library Object (in Worldeditor 2), naming it
say, Audio3dwater1, water1 being the name of the .wav sound,
then you can pop it in any level w/o making the 3 entities again.
For the ones that are broken (w/o logic gate and trigger), just
delete the audio3d entity and pop in the 3 entity prefab,
alll you have to change is the name of the .wav file.
Line 6300, some DOLT changed the AudioSource3d entity to
require 2 extra entities.
Get http://terrymorgan.net/audiosource3dtest.zip
for a working demo.
Q. My audio source 3d won't work in RF 071, why?
A. There's supposed to be a good reason for this,
but all I know is it broke all my
3d entities.
The change has made the default state of the AudioSource3D
to be Off. It needs an active trigger to run. If you just want it to
run all the time, add this to the level...
Trigger Entity
szEntityName - audiotrig1
LogicGate Entity
szEntityName - audiotrig1on
Trigger1Name - audiotrig1
Type - 2
AudioSource3D
TriggerName - audiotrig1on
This will make it always active.
To save time later, select the 3 entities and go
Modify/Create Library Object (in Worldeditor 2), naming it
say, Audio3dwater1, water1 being the name of the .wav sound,
then you can pop it in any level w/o making the 3 entities again.
For the ones that are broken (w/o logic gate and trigger), just
delete the audio3d entity and pop in the 3 entity prefab,
alll you have to change is the name of the .wav file.
Sound Crux !
Where do I place my Sound files and Actor files,
in which directory ???
Actors seem to work in the media\actors directory , but Sound files
I seem to have placed them in every folder imaginable , but all the same
, I wont hear any sounds in the game.
May be I have to edit some sort of .ini file to change paths ?
I use RFEditPro for Level Editing.
Can anybody rescue me
in which directory ???
Actors seem to work in the media\actors directory , but Sound files
I seem to have placed them in every folder imaginable , but all the same
, I wont hear any sounds in the game.
May be I have to edit some sort of .ini file to change paths ?
I use RFEditPro for Level Editing.
Can anybody rescue me
I have never tried to add any sounds but I guess C:\RealityFactory\media\audio
I do have sound though
as to ini file editing etc I have no idea
I copied Babe.act from another version of R/F and when I play she has a mans grunt and groan when she jumps etc
I would like to know how to edit this also
Thanks in advance for any help
I do have sound though
as to ini file editing etc I have no idea
I copied Babe.act from another version of R/F and when I play she has a mans grunt and groan when she jumps etc
I would like to know how to edit this also
Thanks in advance for any help
- QuestOfDreams
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