I just made a car game, and it needs sound for the vehicles.
I have been straining my brain over how to get the sounds to sound good.
I was wondering if there was a way to speed up a sound trigger. That way i could increase the speed of a engine sound, in order to make it sound like the cars are reving and shifting gears.
You can change the pitch (Which adjusts speed) of a sound in the data editor. But I don't think you can edit that field with catalog field value set, so you couldn't adjust it dynamically with triggers using that method. But you could duplicate the sound and make multiple pitched versions of it.
For a car engine noise, probably a better option would be to use a single sound of a constantly increasing revs engine, and use the "Skip To Sound Offset" trigger action to skip to a lower/higher rev when changing gears on the car.
You could try either modifying a sound file that's already in the editor (export it and modify it in another program, then re-import it) or using a custom sound file that you would import into the editor.
I just made a car game, and it needs sound for the vehicles. I have been straining my brain over how to get the sounds to sound good.
I was wondering if there was a way to speed up a sound trigger. That way i could increase the speed of a engine sound, in order to make it sound like the cars are reving and shifting gears.
Any ideas?
@baca25: Go
I don't believe that the editor supports any way of making the sound faster.
You can change the pitch (Which adjusts speed) of a sound in the data editor. But I don't think you can edit that field with catalog field value set, so you couldn't adjust it dynamically with triggers using that method. But you could duplicate the sound and make multiple pitched versions of it.
For a car engine noise, probably a better option would be to use a single sound of a constantly increasing revs engine, and use the "Skip To Sound Offset" trigger action to skip to a lower/higher rev when changing gears on the car.
@baca25: Go
You could try either modifying a sound file that's already in the editor (export it and modify it in another program, then re-import it) or using a custom sound file that you would import into the editor.