Re: Working on a Little Project Using the Sonus GDE

2019-11-22 Thread AudioGames . net Forum — Developers room : Dan_Gero via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

Sorry, I don’t do release dates. I don’t like being pressured by deadlines; it puts a lot of unnecessary stress on me. It’ll come out when it comes out.

URL: https://forum.audiogames.net/post/479056/#p479056




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Re: Working on a Little Project Using the Sonus GDE

2019-11-22 Thread AudioGames . net Forum — Developers room : moaddye via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

hmm. When's it gonna be released?

URL: https://forum.audiogames.net/post/479042/#p479042




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Re: Working on a Little Project Using the Sonus GDE

2019-11-21 Thread AudioGames . net Forum — Developers room : omer via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

oh ok, the script was fine, but it seems the sound should be in a mono file rather then stereo one no matter whatthe sound was stereo but it had 2 channelsthanks anyway i fixed it

URL: https://forum.audiogames.net/post/478691/#p478691




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Re: Working on a Little Project Using the Sonus GDE

2019-11-20 Thread AudioGames . net Forum — Developers room : Aaronlp via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

Where actually is the panning code omer? In what event. You only need to set the listener and audio properties once really. Normally in a  creation event.When you say it doesnt work do you mean  it is silent? Or just playing straight into your ears?If silent. Check the object that plays the sound has it loop audio setting ticked. I assume it should be looping.If its playing into your ears with no positional sound. The most probably cause is the audio file is stereo. Can you confirm it is mono as it should be?

URL: https://forum.audiogames.net/post/478553/#p478553




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Re: Working on a Little Project Using the Sonus GDE

2019-11-20 Thread AudioGames . net Forum — Developers room : omer via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

so i have written this and it still doesnt workthere is a player, moves left and right, and changes the x coordinate depending what you have pressed and here is the panning code for it.setlistenersetrefdist "1"setroff "5"and for the object that i want to be panned rsetgv "foodcoord" "0" "20"setx "foodcoord"playposa "foodloop" "1"what i want to do here is, this will generate a random number, and the object will spawn at those coordinates, and when the player moves closer or away from it, the sound will pan

URL: https://forum.audiogames.net/post/478507/#p478507




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Re: Working on a Little Project Using the Sonus GDE

2019-11-20 Thread AudioGames . net Forum — Developers room : Aaronlp via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

Hi Omar. Audio can play on a game objects positions if you use the play positional audio action.So moving the object past the listener (which you set with the set listener action. Any object this action is used on becomes the games ears) will make the audio sound like its moving past you.Something worth noting is that it does this by altering the left and right channel. So the audio file needs to be mono. Stereo files will just play via both channels so the positional audio action cant take effect.I hope this helps. Let me know if you need further help

URL: https://forum.audiogames.net/post/478496/#p478496




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Re: Working on a Little Project Using the Sonus GDE

2019-11-20 Thread AudioGames . net Forum — Developers room : omer via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

how does panning works with sonus, i tryed but it didnt worked, if someone can give an example, it would be great

URL: https://forum.audiogames.net/post/478418/#p478418




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net Forum — Developers room : Dan_Gero via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

Whenever you see this, I sent you the email. Hopefully we can fix these little glitches. I couldn't imagine how much harder full-on programming must be. 

URL: https://forum.audiogames.net/post/477575/#p477575




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net Forum — Developers room : Dan_Gero via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

Sure, I can send you the project. I’ll send it to you in a few minutes, need to get a drink first.

URL: https://forum.audiogames.net/post/477509/#p477509




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net Forum — Developers room : Aaronlp via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

Perhaps it could be easier for me to actually see the project.I would be happy to take a look at the project if you email me the folder.Although it may have to be tomorrow night until I get to it. Its 8:30pm my time.

URL: https://forum.audiogames.net/post/477508/#p477508




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net Forum — Developers room : Dan_Gero via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

Correct, it’s not destroying itself. As for my GDE version, I’m using version 2.2.1.

URL: https://forum.audiogames.net/post/477503/#p477503




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net Forum — Developers room : Aaronlp via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

So we have a youstepsound object that plays the walking on a loop I assume.And when we release a direction button the youstepsound should be destroying itself with a destroy action. Applied to itself?But this isnt happening?Do I understand that correctly?Also the GDE shouldnt have an issue at all with multiple bullets flying forward. I'm not sure how you are doing it. But I would probably just have a periodical event increase its X.Can I also asked what version it the GDE you are using?

URL: https://forum.audiogames.net/post/477493/#p477493




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net Forum — Developers room : Dan_Gero via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

On an unrelated note, I'm going to have to make it impossible to fire your gun if a bullet is already on the field. The GDE seems to have an issue calculating multiples of the same object on the field. If I fire more than once strange things happen to the bullets, and by strange things I'm referring to how the bullet that was already there teleports itself to 0 and keeps flying until it's inevitable demise.

URL: https://forum.audiogames.net/post/477475/#p477475




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net Forum — Developers room : Dan_Gero via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

Unfortunately that didn't seem to fix anything, it still has that little glitch.

URL: https://forum.audiogames.net/post/477473/#p477473




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net Forum — Developers room : Aaronlp via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

Thank Dan. That's a great amount of information to help me. And the code is no mess. You seem to that you are doing.I'm not sure why the destroy isnt taking effect on the stepsoundobject. As the code is exactly the same as the right release which works.Unless somehow more stepsound objects are being made in which case the destroy would apply to the first one or finds.Perhaps putting the destroy on the youstepsound button released would solve the issue?

URL: https://forum.audiogames.net/post/477468/#p477468




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net Forum — Developers room : Dan_Gero via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

The you object is the main player itself. When you move, it doesn't actually update your x coordinate, it updates the youx variable.You Object, Periodical Event: (0.01) setx "youx"As you can see, it sets the You object's actual X coordinate to the youx variable every 0.01 seconds.You Object, Left Held: if "G" "youx" ">" "C" "0"subgv "youx" "1"endifYou Object, Left Released: destroy "youstepsound"You Object, Right Held: if "G" "youx" "<" "C" "100"addgv "youx" "1"endifYou Object, Right Released: destroy "youstepsound"This should move the player left and right whenever left and right are held, and destroy the step sound when those keys are released. Besides the sounds of the enemies and obsticles moving around in my headphones while I move, I have a button three event which tells the tts channel to talk to me about the coordinate I'm at.You Object, Button 3 Pressed: ltts "youx" "0"ptts "0"Finally, here's the periodical event for the step sound you requested.Youstepsound Object, Periodical Event: (0.01) if "G" "youx" "<=" "C" "0"stopadestroyendifif "G" "youx" ">=" "C" "100"stopadestroyendifI know, this probably looks messy, but this is my first project. Sorry for the atrocious-looking script.

URL: https://forum.audiogames.net/post/477463/#p477463




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net Forum — Developers room : Aaronlp via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

I'm assuming this periodical event is on the step sound objects you make?It would look like the youx variable isnt getting below or equal to 0. What it the objects delay setting? The periodical only fires if its above 0.Also where is the code that updates the youx value?You could also use a TTS message to check the youx value if you needed to.

URL: https://forum.audiogames.net/post/477457/#p477457




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net Forum — Developers room : Dan_Gero via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

I have a separate object for the players step sound. I made a periodical event to check the players coordinates. Here it is.if "G" "youx" "<=" "C" "0"stopadestroyendifif "G" "youx" ">=" "C" "100"stopadestroyendifHere's a few other snippets.You Object, Left Pressed: setgv "youfacing" "0"if "G" "youx" ">" "C" "0"create "youstepsound.dat"endifYou Object, Right Pressed: setgv "youfacing" "1"if "G" "youx" "<" "C" "100"create "youstepsound.dat"endifLet me know if you need anymore of the script.

URL: https://forum.audiogames.net/post/477452/#p477452




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net Forum — Developers room : Aaronlp via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

Hey Dan. I would probably have to see the code to diagnose the issue with this.There is a feature in the GDE for people who would rather write out the actions (more like an actual programming langauge) rather than select them. It's called GDE script. There is a  button for it. This will show the event you are currently in as written text.You could copy that text and post it here for me to see if you would like.Possibly with a description of how it works.

URL: https://forum.audiogames.net/post/477440/#p477440




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net Forum — Developers room : Dan_Gero via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

OK, update. Hopefully someone can help me out with this. I told the game that when an enemy spawns, it's supposed to spawn at a random coordinate between 0 and 100. It does this, but then the enemy teleports back to 0. I have searched the script high and low, and there is not a single script anywhere in the game that should be telling the enemy to do this, and yet it's doing it anyway. I'm having a similar problem with the player step sound; I told the game that when the player gets to coordinate 0 or 100 to destroy the step sound and not let the player go any further. When mister player gets to 100 it destroys the step sound and stops him as expected, but when he gets to 0 it stops him but his steps are still playing. Once again, there is nothing in this script telling the game to act this way. Is the GDE going rogue on me, or am I just overlooking something?

URL: https://forum.audiogames.net/post/477395/#p477395




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net Forum — Developers room : moaddye via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

like the game. Not that robot though, seems strong for a guy, and certainly not the panning, but eah, nothing guess.I'm just wondering if you have to buy a console to play it, or just use the play program? I can't buy anything, so I'm just wondering because it said a hand held console

URL: https://forum.audiogames.net/post/477385/#p477385




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net Forum — Developers room : Dan_Gero via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

Thanks Aaronlp! I got the pan fixed.BTW guys, before I post the link to the pan demo, can anyone give me name suggestions? Right now the temporary name for the game is Project Huntdown, but if I'm being honest I don't particularly like that name very much; it was the lamest name I could come up with and it took me about 5 seconds to think of it. Of course, I suppose it's better than Endless Fighting Thing - which was the original title - but still. Anyway, here is the audio clip.

URL: https://forum.audiogames.net/post/477380/#p477380




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net Forum — Developers room : ashleygrobler04 via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

I love this, keep it up!

URL: https://forum.audiogames.net/post/477351/#p477351




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net Forum — Developers room : Aaronlp via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

Hi guys. This sounds cool. I wonder if I can help. What exactly do we mean by a sharp pan? You  might find the sounds transitions more naturally if the sound is just one coordinate in front of the player rather than on the same Z axis.You can increase the BZ value slightly to make sure collisions still occurThere hasn't been a formal tutorial made for the audio controls yet. The reference distance is how far away from an object you are for it to be at full volume. So if you want objects from 10 square rather than 1. You set the reference distance to 10. The roll off factor then control how quickly the sound drops off. A factor of 1 would make the sound quickly shoot to maximum as soon as you enter the reference distance.It's all part of the openal audio library. Which minecraft uses so it should be capable of what we want it do. I hope this helps a bit.

URL: https://forum.audiogames.net/post/477347/#p477347




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Re: Working on a Little Project Using the Sonus GDE

2019-11-16 Thread AudioGames . net Forum — Developers room : Dan_Gero via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

Speaking of things I don’t like, I’m not particularly a fan of the way the sound of the following bombs play. They’re 10 squares wide, but the sound is only one square wide.

URL: https://forum.audiogames.net/post/477248/#p477248




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Re: Working on a Little Project Using the Sonus GDE

2019-11-16 Thread AudioGames . net Forum — Developers room : Ty via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

I like it, but yeah I don't like the sharp pan either, but I don't think you can do anything about that with the GDE.

URL: https://forum.audiogames.net/post/477240/#p477240




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Re: Working on a Little Project Using the Sonus GDE

2019-11-16 Thread AudioGames . net Forum — Developers room : Dan_Gero via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

No I don’t think I can do anything about that unless there’s a feature to fix it within the program. I’m not sure specifically what reference distance and Roloff factor mean. I’ve tried experimenting with them but it doesn’t seem to do anything. At least, not that I can tell. Thank you for the words of encouragement.

URL: https://forum.audiogames.net/post/477213/#p477213




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Re: Working on a Little Project Using the Sonus GDE

2019-11-16 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

I think it's pretty interesting. No, seriously, I do. My complaint is the rather sharp pan, but I don't think you can do anything about that. Keep working on it, man.

URL: https://forum.audiogames.net/post/477212/#p477212




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