i seem to have a problem playing music with my cinematic because when i play a sound or soundtrack and have cinematic mode on i can't hear it. and if i don't have cinematic mode on then ui stuff like health bars pop up. anyone got a fix for this?
I think what you might be trying to do is just playing a normal sound track. ON the G.E there is another trigger for Cinematic Sounds/Music. I think you have to write the trigger under that function to play music/Sounds during the cinematic.
Well, the Turn Cinematic Mode On/Off does more than just change the UI and disable user control!
In fact it disables a lot of sound channels.
All sounds are sorted in some category. All unit-chat for example is under the category "Unit". Sounds like water flowing and birds chirping are under "Ambience". If you try to play a "Unit"-category sound in a cinematic it's automatically being played at 0% volume, thus you don't hear it.
There's a simple fix that that though.
Right after the trigger initiating the cinematic, you add another trigger that sets the volume of the sound channels to 100% and it'll play it just fine.
I was having this issue as well. The voice I added worked fine until I added in the cinematic. I tried to do what you said and make the sound channels be 100% via triggers. However, when I add the action to "set all sound channels" there is no choice to set the volume level... it is just the type and player group. So I am not sure if I am looking in the wrong place or what but any help with that would be great :)
I'm still having that issue, does anyone know what I may be doing wrong?
To give more info:
When I create the set all sound channel volumes action, I can only choose the group, type of sound, and duration. There is nothing about what level the volume is changed to...
Edit: I found a fix. Instead of doing "Set all sound channel volumes" it worked to just do "Set sound channel" and do Voice in this case... 2 different actions I guess just worded similarly.
I've been trying to get a foley sound to play at a certain point, I've set the channel to 100%, unmuted the channel, tried to add some offset, set the sound to play at a player's current camera target, a camera object, etc... I can't believe how unintuitive it is just to get a goddamn sound to play.
I know this is a 5 year old post, but anyway, I think I found a solution to this problem. Simply just change the sound's Group to Music and it should play in cinematics as well.
I know this topic in the mean time is already old again but seems to me that every so often We get bested by this Editor on the "Seemingly" simplest of things. Especially the second to last port before mine strikes me at heart.
I'm having a 2-stage cinematic during which I want to have a custom music sound play, starting at a specific moment of the song and nicely facing into the song from 0% 'noise' to 100%. during each of the 2 stages the song should start and a different starting moment. I hope to use the fading of the song to establish a sort of blend-moment during the switch from stage 1 to stage 2.
However as this topic has shown, working with sounds is notoriously difficult in relation to what one want to achieve it seems.
I can get the sound to play and starting at the right time using the play sound trigger, the song I need has a group: Other
I've even been able to use Mute Sound Channel (Ambient,music) to disable any 'interference' from the ambient and soundtrack music.
And thats also why I had the custom song set to other, because when calling the song while set as 'music' group it just played whatever random sc2 soundtrack.
But when wanting to use the Set Sound Volume and made it set de 'other' channel to 100% in 2 seconds (or 10 seconds for that matter) jack shit happened....
It seems as if the Play Sound action immediately determines at which volume the music plays regardless of whatever volume settings I apply on them.
and so here I am, coming back around with this quote:
I can't believe how unintuitive it is just to get a goddamn sound to play [correctly].
Can someone please help me with my debackle? What am I doing wrong? where does my logic fail me? And how can I get my song to properly fade in and out on my command, at the precise time and for the specified amount of duration?
Use "Play Soundtrack" trigger, set Category to "Music" and Soundtrack ID to "Music_Silence". Make it default.
This will make the music channel mute, it works better than the literal "mute channel" trigger.
Then, play your custom sound, and assign it to the "Music" group. Now it will play, with the benefit that the player can adjust the volume in the options menu.
On a side note, if anyone has trouble figuring out how to make music loop: On the Sound entry, be sure to set the Loop Count to "-1", and on the Soundtrack entry, be sure the "Continuous" flag is set. (it's on by default if you create a new entry, but if you duplicated an existing one, this may not be the case)
i seem to have a problem playing music with my cinematic because when i play a sound or soundtrack and have cinematic mode on i can't hear it. and if i don't have cinematic mode on then ui stuff like health bars pop up. anyone got a fix for this?
I think what you might be trying to do is just playing a normal sound track. ON the G.E there is another trigger for Cinematic Sounds/Music. I think you have to write the trigger under that function to play music/Sounds during the cinematic.
Yeeeeeees! Blizzard is eeeevil!
Well, the Turn Cinematic Mode On/Off does more than just change the UI and disable user control!
In fact it disables a lot of sound channels.
All sounds are sorted in some category. All unit-chat for example is under the category "Unit". Sounds like water flowing and birds chirping are under "Ambience". If you try to play a "Unit"-category sound in a cinematic it's automatically being played at 0% volume, thus you don't hear it.
There's a simple fix that that though.
Right after the trigger initiating the cinematic, you add another trigger that sets the volume of the sound channels to 100% and it'll play it just fine.
@s3rius: Go
I was having this issue as well. The voice I added worked fine until I added in the cinematic. I tried to do what you said and make the sound channels be 100% via triggers. However, when I add the action to "set all sound channels" there is no choice to set the volume level... it is just the type and player group. So I am not sure if I am looking in the wrong place or what but any help with that would be great :)
@iHaveReturnd:
Works.
Blizzard makes lots of mistakes these days... But it IS a beta, after all, so you can't blame 'em :)
@iHaveReturnd: Go
I'm still having that issue, does anyone know what I may be doing wrong?
To give more info:
When I create the set all sound channel volumes action, I can only choose the group, type of sound, and duration. There is nothing about what level the volume is changed to...
Edit: I found a fix. Instead of doing "Set all sound channel volumes" it worked to just do "Set sound channel" and do Voice in this case... 2 different actions I guess just worded similarly.
Set sound channels doesn't work for me. Anything I did wrong here? What exactly did you guys do to make the sounds play while in cinematics mode on?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@s3rius: Go
Wow can't believe what a nuance this was. I can't see this sound board silencing doing more good than bad. Thanks for figuring this out though.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
I've been trying to get a foley sound to play at a certain point, I've set the channel to 100%, unmuted the channel, tried to add some offset, set the sound to play at a player's current camera target, a camera object, etc... I can't believe how unintuitive it is just to get a goddamn sound to play.
I know this is a 5 year old post, but anyway, I think I found a solution to this problem. Simply just change the sound's Group to Music and it should play in cinematics as well.
I know this topic in the mean time is already old again but seems to me that every so often We get bested by this Editor on the "Seemingly" simplest of things. Especially the second to last port before mine strikes me at heart.
I'm having a 2-stage cinematic during which I want to have a custom music sound play, starting at a specific moment of the song and nicely facing into the song from 0% 'noise' to 100%. during each of the 2 stages the song should start and a different starting moment. I hope to use the fading of the song to establish a sort of blend-moment during the switch from stage 1 to stage 2.
However as this topic has shown, working with sounds is notoriously difficult in relation to what one want to achieve it seems.
I can get the sound to play and starting at the right time using the play sound trigger, the song I need has a group: Other
I've even been able to use Mute Sound Channel (Ambient,music) to disable any 'interference' from the ambient and soundtrack music.
And thats also why I had the custom song set to other, because when calling the song while set as 'music' group it just played whatever random sc2 soundtrack.
But when wanting to use the Set Sound Volume and made it set de 'other' channel to 100% in 2 seconds (or 10 seconds for that matter) jack shit happened....
It seems as if the Play Sound action immediately determines at which volume the music plays regardless of whatever volume settings I apply on them.
and so here I am, coming back around with this quote:
And how can I get my song to properly fade in and out on my command, at the precise time and for the specified amount of duration?
Custom Campaign Initiative
Use "Play Soundtrack" trigger, set Category to "Music" and Soundtrack ID to "Music_Silence". Make it default.
This will make the music channel mute, it works better than the literal "mute channel" trigger.
Then, play your custom sound, and assign it to the "Music" group. Now it will play, with the benefit that the player can adjust the volume in the options menu.
On a side note, if anyone has trouble figuring out how to make music loop: On the Sound entry, be sure to set the Loop Count to "-1", and on the Soundtrack entry, be sure the "Continuous" flag is set. (it's on by default if you create a new entry, but if you duplicated an existing one, this may not be the case)