#Hello! Can someone please point me how I

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sleek bluff
#

Ello!
Also pinging @gilded panther because he also asked about it.
I didn't implement it but it seems like:

  1. 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.
  2. It's then used in the environment .acps, e.g. "Environment_Ambients_2D_Everon.acp", where the above mentioned signal is triggering it.
  3. The GTinnitus seems to only be there to disable it if the player disables it in the settings
  4. 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)

gilded panther
gilded panther
sleek bluff