Still waiting on them to fix the sound. What's up with this?
[SIGPIC][/SIGPIC]
0
auricklemtMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 27Arc User
edited May 2013
I'm really glad to see this thread. It was driving me crazy! All the sounds were working fine in the Foundry, but when it's played from within the game none of the sound queues were firing. The only sounds were those made by creatures or inherently part of placeable objects. Nothing used as a placed sound worked -- triggered or otherwise. Nor did the map's ambient background override.
Very frustrating! But it's good to know I'm not alone.
Foundry Campaign: The Stars of Desolation
Adapted from "The Desert of Desolation" by Tracy and Laura Hickman
hmm, is there a liaison between the Foundry devs and this forum? If the sound is broken I do wonder how many other things are broken as well. As posted above, since I do not quite know how to use the Foundry I do not know if something is working or not.
lol I was taring my hair out trying to figure out why my sound stopped working. I mean, I set it up. tried it out and it worked. Then when I tried it again. it had stopped working. I tried for hours to find out what I did to make it not work... Glad it wasn't magic.
Please guys...it's been a long time that this has been broken on publish.
Can we get an eta on a fix? The new quest I'm working on is really great...with sound. Without, it falls a little flat.
Thanks for everything on the foundry, I really appreciate it. But this sound issue has been a killer. I think a lot of quests would benefit significantly if this triggered properly. I see this as a major issue for the overall feel of everyone's work.
I have a mission nearing completion and I will absolutely not publish it until the sound is fixed. Sound FX and music triggers are one of the most powerful tools we have in our toolbox for storytelling in the Foundry, and having them simply not work is a really rotten situation for anyone who has made extensive use of them in the editor.
I understand that things take time to fix, but a simple acknowledgement or status update is not a lot to ask for.
I have a mission nearing completion and I will absolutely not publish it until the sound is fixed. Sound FX and music triggers are one of the most powerful tools we have in our toolbox for storytelling in the Foundry, and having them simply not work is a really rotten situation for anyone who has made extensive use of them in the editor.
I understand that things take time to fix, but a simple acknowledgement or status update is not a lot to ask for.
I'm also not publishing anything until sound is fixed. The silence totally kills the atmospheres I've worked so hard to build.
It would also be nice to get a status update on the matter. I'd love to know that they are actually working on fixing it and not just rushing to design another $40 mount.
It would also be nice to get a status update on the matter. I'd love to know that they are actually working on fixing it and not just rushing to design another $40 mount.
Heck, I'll pay $40 to unlock sounds in my foundry quests if that's what it takes.
luther8Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
The only way i can get 90% of my sounds working in game is by using triggers, when you walk into a marker it triggers the looping music or coughing, I just wish they could add the ability to adjust how often a none looping sound can play or how many times it can be triggered when running threw the marker.
As of right now the sleeping girl in the camp only snores once when you run past her, after that it'll never play again from that marker.
The Adventures of Sherlock Colms
Quest I
The Mysteries at Fang Ridge!
Short code: NW-DGTN72HYL
My sound works perfect, but you mean when I publish my map the sound disappears?
For example, I have one conversation that triggers an explosion nearby.. It works find when I try the map in the foundry.. but you mean that explosion-sound wont be there when I publish it?
Heck, I'll pay $40 to unlock sounds in my foundry quests if that's what it takes.
Don't give them ideas like that.
Now seriously, the sounds work perfectly fine when you play the quest from your editor.
But when someone plays it "live", the sound "triggers" are all messed up.
For example, I got 2x Sounds hooked to Boss 1 music.
They "start" when the objective to kill a specific encounter begins.
They "end" when the objective to kill a specific encounter ends.
There are multiple other boss sounds for specific encounters "hooked" the same way.
For the most part, each area has an ambient sound - not a music.
When playing it from the Editor, they work exactly as they are intended to.
When playing the Published version, I hear the Boss 1 music from the start to end.
So something happens in the "publish" phase that breaks the triggers.
The Foundry team is working on the sound issue with the help of the world build team. These are 2 groups of programmers that are very busy. We are actively working on this issue but some issues like Foundry crashes, publish fails and server stability have taken a higher priority. The Foundry team does not handle other game features. They are not working on things like that next cool mount.
Your time taken to place the sounds is not a waste. We will get this issue addressed and your quests will be sounding as great as they play. Thanks for hanging in there. I understand if there is some frustration. This has been an issue for a bit now. We are working on it.
Comments
You make a suggestion.
You can catch more flies with honey than with vinegar
Very frustrating! But it's good to know I'm not alone.
Adapted from "The Desert of Desolation" by Tracy and Laura Hickman
On the other hand, maybe some extra reports would make them prioritize it higher.
Trying to make all the noise about this that I can. I REALLY want this fixed.
Can we get an eta on a fix? The new quest I'm working on is really great...with sound. Without, it falls a little flat.
Thanks for everything on the foundry, I really appreciate it. But this sound issue has been a killer. I think a lot of quests would benefit significantly if this triggered properly. I see this as a major issue for the overall feel of everyone's work.
Is this apart of the same bug?
I understand that things take time to fix, but a simple acknowledgement or status update is not a lot to ask for.
NW-DQ8I5BZSF
I'm also not publishing anything until sound is fixed. The silence totally kills the atmospheres I've worked so hard to build.
Chef's Challenge, ID: NW-DGTKIBVF3
The Dreamfall Campaign, ID: NWS-DEB7Z9IJC (3 Quests)
Ogre: For the win!, ID: NW-DR5O3PD63
Cults and Culture, ID: NW-DCLSFYSQ2
Heck, I'll pay $40 to unlock sounds in my foundry quests if that's what it takes.
As of right now the sleeping girl in the camp only snores once when you run past her, after that it'll never play again from that marker.
Quest I
The Mysteries at Fang Ridge!
Short code: NW-DGTN72HYL
For example, I have one conversation that triggers an explosion nearby.. It works find when I try the map in the foundry.. but you mean that explosion-sound wont be there when I publish it?
Don't give them ideas like that.
Now seriously, the sounds work perfectly fine when you play the quest from your editor.
But when someone plays it "live", the sound "triggers" are all messed up.
For example, I got 2x Sounds hooked to Boss 1 music.
They "start" when the objective to kill a specific encounter begins.
They "end" when the objective to kill a specific encounter ends.
There are multiple other boss sounds for specific encounters "hooked" the same way.
For the most part, each area has an ambient sound - not a music.
When playing it from the Editor, they work exactly as they are intended to.
When playing the Published version, I hear the Boss 1 music from the start to end.
So something happens in the "publish" phase that breaks the triggers.
Your time taken to place the sounds is not a waste. We will get this issue addressed and your quests will be sounding as great as they play. Thanks for hanging in there. I understand if there is some frustration. This has been an issue for a bit now. We are working on it.