Sound effects for emitted and destroyed objects
I've noticed that when you place sound effects on objects that are emitted with emitters and later destroyed, the sounds will get abruptly interrupted when the object gets destroyed. For example, if you have a rocket launcher, the sound of the rocket being shot, if it's still playing, will abruptly stop as soon as the rocket explodes (that is, it's destroyed with a destroyer).
This also applies for sounds I want to play when the object is destroyed, but in that case I've found a workaround by grouping the sound effect chip with the paintings I use for the 'explosion' effects that get emitted when the object is destroyed.
As for the sounds 'on creation', what can I do to make sure the sound effect continues to play until its proper end?
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Keep the sound effect outside of the emitter. Wire whatever is triggering the emitter to also trigger your sound and tweak the sound to play once.
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As usual, the solution is simple yet effective. For 'shooting' sound effects this is actually even better than putting it in the emitted object as far as 3D panning is concerned.
Thanks for replying! -
Yeah, but getting that sound destroyed would help thermo, would it not? I'm talking about destroyable objects around the level, not emitted bullets. I wanted it to be compact on a good micro, but it seems I need a separated sound maybe a timer with another destroyer for it & them.
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