#Hello! Can someone please point me how I
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Ello!
Also pinging @gilded panther because he also asked about it.
I didn't implement it but it seems like:
- The tinnitus is triggered from the "Environment_Ambients_2D_Tinnitus.sig" and directly takes the output of the explosion subMix and the sum of currently playing explosion acps.
- It's then used in the environment .acps, e.g. "Environment_Ambients_2D_Everon.acp", where the above mentioned signal is triggering it.
- The GTinnitus seems to only be there to disable it if the player disables it in the settings
- Aaaand, finally, what you guys are after is drumroll the "time" parameter of the "Generator tinnitus" node, which is currently set to 2000ms (=2 sec) and you can change it to your liking :D
(You could technically also expose the time as an input node and steer it via a Signal, e.g. based on explosion volume or size with a bit of more scripting)
thank you so much!!!! it was hidden so close, but so far 🤣
🥰
will help alot, thank you again ❤️
about separating explosions by their power. i dont understand fully how global variables work, just for example, if i will separate explosions by 1 db, making grenade 1db and mortar explosion for example 2db of volume in acp, can i somehow pull it out into global variables and use in signal to filter sounds by this volume?
This might or might not theoretically work, but I was more thinking about a scripted solution.
Explosions have various banks with volume randomization so just trying to differentiate them with these small dB changes won't do the trick, really.
Also, the volume of course changes with distance, in addition :D