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Foundry - The Next Level - Pro Sound & FX!

sabo630sabo630 Member Posts: 76
edited May 2013 in The Foundry
Ok, so you know how to make maps, drop encounters and all that good stuff, but you are probably missing out on the best aspects of this editor! Sound & FX.

So its cool when your monster spawns when you interact with an object or after some dialog, but it is much cooler when there is a fire burst to accompany it! Add in a sound event and it really will immerse the player into your level.

the first thing you should learn is how to find and select objects.
Each object has a # with it, like 100, 110, etc. This is vital to keep objects separate and to find them quickly. When ever you get a list of items you can scroll down though the numbers to find your object very quick. This helps when you have hundreds or so objects to deal with.

On the Menu on the top right is "Component Tree" - here you can select by room, or encounter pretty easy. Just be sure to select your rooms you are working with and give them a name that is easy to find. You dont need to name them all, just the major ones. Once a room is named, you can easily use the Tree and find/select any object in that room.

Now the cool stuff - SOUND & FX!

ADD A COMPONENT TO INTERACT WITH
1. Make a new project and drop a room on a custom map.
2. select "DETAIL" and type in barrel in the text filter search
3. Grab any barrel object and drop it on the map
4. select the barrel and Name it "Barrel of fun" (notice the object # it has before you name it - remember this #)
5. now scroll down and click on the box next to "Intractable"
6. now above that where is says "Disappear when" select "This Component Complete" (this means after the user selects the object.)

ADD A MONSTER
7. select "ENCOUNTERS" - pick any mob and drop it down next to the barrel
8. under "Appear when" select "Component Complete"
9. A new box will appear under it with a "!" next to it - click on this and a new menu will pop up. Select the map name, and a list of objects will appear. Click and select the Barrel of fun or look for the # of the object from 4.
10. Now when a user clicks on the barrel it will disappear and the encounter will pop up.

(go test it)

ADD FX!
11. Now we do some FX. Clcik on the "DETAILS" tab, and type in "fx - fire" in the text filter search. Or just "fx" and scroll down to the fire tiles.
12 grab fx - fire 01, or any fire one you like and put it next to the barrel.
13. repeat steps 8-10 above for the FX tile. (set appear to component complete for 'barrel of fun')

Next we will add sound

ADD SOUND!
14. click on the SPECIAL tab and drag a sound object next to your barrel
15 select the sound object and the menu will pop up - click under "sound" and a list of available sounds will pop up. For this we just want a quick FX so you can set that in the filters at the top.
16. in the text filter type in "explosion" - and pick 'Explosion, debris 1'
17. repeat steps 8-10 above for the sound where it says "play when - component complete - barrel of fun"

18. the last step is to drag all these components on top of each other on the map. (sound can stay next to it all. but we want the fx, the encounter, and the object all to be in the same place.)

now text your map. If you did it correct you will start with just a barrel that you can click on. Click it and it will explode in a fire and drop an encounter dramatically.

It is key to learn how to effectively use the Component tree, for when your maps get more complex.

You can do the same with objectives when they are complete, etc. Once you understand these basics you can try out the others and have a better handle on how they work. As for the FX you just have to test them to see what they all do. Its easy to list them all with search "fx"



If you want to check out the sick FX that I do, try out my dungeon "The Wizard of War" NW-DBLKY7K2S - Be a little warned it is a pretty tough dungeon, so bring some health pots. Its worth it though to see how amazing you can stack the effects in the game.

If you appreciate this tutorial, you can always subscribe or donate to my account @sabo630 (from my dungeon above)

Enjoy!
Post edited by sabo630 on

Comments

  • wuhsinwuhsin Banned Users Posts: 0 Arc User
    edited May 2013
    Sound is broken dude.
    [SIGPIC][/SIGPIC]
  • valkyryjavalkyryja Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited May 2013
    It'll be nice once it's fixed. I've got music and sound effects like crazy. I'm sure many of us do. Nice write up, though.
  • sabo630sabo630 Member Posts: 76
    edited May 2013
    wuhsin wrote: »
    Sound is broken dude.
    sound FX isnt broke - music is
  • drakedge2drakedge2 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited May 2013
    SFX work in foundry testing mode, but not once the quest is live in game. I liked your write up though good job =)
    8IxArUQf.jpg
    A story driven quest, with a fun and challenging amount of combat, that takes you into the world of Planescape, carefully hand crafted by me.
  • ariusdecimusariusdecimus Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    This is great, thank you. Even if it does work yet, it's best to put it in place for when it does work. Thank you very much for this! :)
  • hercooles130uscghercooles130uscg Member Posts: 0 Arc User
    edited May 2013
    SFX work in live only if they are attached to another oject, like fire for example. If you put in fire, you will hear the fire crackling sound. If you put in just the fire sound effect, it will not work.

    As for music, INTERIOR music/sound works if used as part of the Backdrop, however, place able sound will not work, and exterior maps Backdrop sound does not work. So you will notice I have music or background noise on my interior maps working, but my exterior maps are dead as doorknobs.
    bdayaffair_zps6675e60e.png
  • sabo630sabo630 Member Posts: 76
    edited May 2013
    I have Sound FX working in the game, you can check my dungeon if you dont believe me. I think some FX or sounds might not be working but a lot of them are working. It also might be how you are setting them up.

    Again the sounds do and are working, only problem I have had is with music.

    Also the a lot of the visual FX have their own built in sound, that works.
  • apocrs1980apocrs1980 Member, Neverwinter Beta Users, Silverstars Posts: 0 Arc User
    edited May 2013
    Any placed sound from the special tab will not play live, weather that be looping ambient, single ambient, or music.
    The devs are aware of this and working on fixing it.
    When it is fixed it will say so in the patch notes.
    Currently the sound that does work is placing a sound in the edit backdrop "ambient sound" field. However, be warned, having this done in multiple rooms plays map wide so it ends up sounding like a mish-mash of sound soup, very terrible on the ears. :P
    [SIGPIC][/SIGPIC]
    The Cragsteep Crypt - BETA
    Ravenloft
    Look for@Apocrs1980 or visit the main page here or Ravenloft here
  • hercul33thercul33t Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 190 Bounty Hunter
    edited May 2013
    Only certain sounds work at the moment. It sucks because my map goes from one room completely silent ot the next room sounding like an insane asylum, it's jarring.
    Dr. Herc trilogy NWS-DHDPDVTMA
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