#I’d need you to dig into my mod for me
1 messages · Page 1 of 1 (latest)
Hola! Could you describe the issue in a somewhat detailed manner here first, please?
Sound component is not playing 3d sounds in world regardless of everything. Straight Forward and simple issue.
@eternal willow
same issue ive tried everthing to fix a while back. I’ve just given up on trying to fix it because it’s just not possible
Typically. And a good example is my mod CONTACT where I have anomalies that play sound this exact way. But for some reason in this mod they refuse to do it. I feel as if this is a more serious issue with something internally you could possibly point out because there is no way this shouldn’t work I’ve been using this method for ages and contacts still works.
@eternal willow bump
My dude, I feel the pain of being stuck on something, but I too have a weekend, believe it or not :P
Could you please let me know:
- How do you play the sounds?
- Does it not work at all or does it e.g. work when you're in Workbench/on the server, but not for clients?
- Did you check if the sound is triggered at all via Diag Menu (CTRL + WIN + ALT) -> Sounds -> Show Sounds/Show Sounds 3d?
- Could you test the sounds on the MpTest map, move your character to position [0, 0, 0] and see if it plays from there? (If something is wrong with the position update of the sounds, they usually get moved to [0, 0, 0])
The sound plays via Sound Component on the entity.
This should be heard at that location as per usual.
However this is not working. Server side yes it’s working 100% even on peer tool it works. But in game after being uploaded no.
The sounds are yes being triggered and existent but they will not process in a solo GM game or a server outside of the workbench.
The sound does not play at origin.
That’s why I’ve given up and came to you. I’ve trouble shot as much as I know so far and what everyone’s tried.
The mod is published as “Stalker Reforged” on the workshop by me. It is out if you like I said do have the time could look at it I have no more attempts to give left in me this happened after the 1.3 audio change.
@dreamy compass I mean how it's triggered as in, via script (and if so, what method?), via .acp trigger etc...?
I'll download the mod and have a look,
- What sound are we talking about and (again) where is it triggered?
- Can't tell when I get to it yet🙏🏽
.acp played by Sound component on the entity the component is attached to.
This is not trigger via script
Just base game entity.
Just look up “Teleport” and you’ll find that anomaly we’ll use that as an example they are all inherited from anomaly_base
But... how/where is the sound triggered? Sounds don't just play on their own, they need to be invoked via GameCode, script or triggered via a Trigger on the sound node. That's what I mean
No sound component just activates when an entity is in the world
If the event is “sound_waterfall_large_lp” it will play on loop
That’s how these anomalies work
Contact had the same setup
That’s how you guys originally had triggers like warheads set up
They’d play audio at that spot via the component
So I guess yeah it plays via script using sound events
But through the acp in sound component
Sound Event activating != triggering a sound. Please let me know how you trigger the sound 🙏🏽
You say it plays via script, so please let me know what method is being used.
Sound component is playing the sounds via a 3d method my guess is “PlaySoundEvent” id have to look at that component again entirely but Sound Component allows for an .acp file to be filled in the resource picker attribute which I assume like I said grabs the sound event from the ACP and plays it based on the data within. This is a vanilla component.
It’s not purely from a script, behind the scenes yes but it’s playing directly from an active prefab in the world
That’s all the detail I can exactly give you that’s how it’s always been for anything really is it’s played via a component on a prefab being called in the background from sound events
I'm really sorry, but none of this is really precise or makes "sense". and you can't really tell me how you even trigger the sound.
but Sound Component allows for an .acp file to be filled in the resource picker attribute which I assume like I said grabs the sound event from the ACP and plays it based on the data within
Not really. Please have a(nother) look at the audio documentation, I feel you have some false assumptions and might be able to fix it before I can look into it (which might not be this week)
I’m not trying to sound offending at all but shouldn’t this be common knowledge to know how audio works in the game you work on with all respect obviously I know this is frustrating a bit.
The issue isn’t how the sound is being played the issue is the entity itself. Contact has the same method and it works fine as of 1.3 this can’t be replicated
Something changed in the background internally that was never mentioned in patch notes to the public which makes our job harder to determine the issue
I'd say I know how it works, but maybe I fail to make sense of your description/what the main issue at hand is. Based on what you wrote, I can't make out how you trigger the sound and the fact that it seems to work in another mod of yours but not this one also points more towards a setup issue.
But, aside from this: Could you please give
- A detailed step-by-step guide how to reproduce the issue in the mod/how to test it in Workbench the fastest way
- A step-by-step explanation of the "signal chain" of the sound. E.g. which entity or component starts to invoke it, what entity is it defined on, how is the sound triggered etc
When i get off work I’ll provide you with a better in depth explanation on the matter. I’ve made it straight forward as anyone would go about attempting it but if you’re looking for the logic involved I’ll get it to you.
I guess we see it from 2 perspectives
Dev vs modder
I only stick to play sound I haven’t experimented with any out of that so I don’t know if anything’s exactly changed
Wait... you mean "PlaySound" as a method? Because the regular SoundComponent doesn't have a "PlaySound" method. "PlaySound" is a method defined by other scripts in order to invoke sound events, usually using the SoundEvent method.
So, in order to play a Sound Event on a SoundComponent, the method is
SoundComponent.SoundEvent("YOURSOUNDNAME")
Yes that my bad
I haven’t looked at the logic in a bit I’ve been frustrated to the point where I had to step back from it all.
@eternal willow you guys internally changed the Audio Editor and Multiple ACP files of which I was using that was the issue
That was never mentioned in any patch notes either
PRE 1.3
Enviroment_Waterfall_Large
POST 1.3
We need change logs for these things especially if we’re led to believe none of this was impacted or altered. It would have been nice communication wise.
System sound was also impacted via the camera when 1.3 dropped that was corrected however this issue has remained for many. Now we know the answer.
I wasn’t expecting a change to the ACP Structure
The only difference in the acp shown is the switch to the 3-size reverb structure and room-based reverb handling, which we communicated as far back as the 1.2 update in a dedicated post :)
https://reforger.armaplatform.com/news/modding-update-audio-1-2