It is clear that sound is a strong detail of our quests. To have epic music during boss fight is making the atmosphere much better...
But as we know sounds are broken when they are applied in the way of "drag customized sound in to customized place)...
However in some way there is working sound in room background... But that may cause some kind of unwanted mix as I experienced... Because that sound is not working as it should (that each room has the sound you choose in background). But it randomly (or based on some magical system) choose some sound/music which may be on the other side of the complex and it may play this sound through out the whole complex.. or just part.. or only some parts.. or it may play together with some other music (the worst thing).
I do it now the way that I put music in to the main rooms of main interest (bosses or something)... and I do not put sound in regular hallways (because when I put sound in every room than it play all at once and that is terrible). so I try to keep like "less sound" in important places... But anyway still it sometimes just choose whatever sound it wants to.. but sometimes it manages that in the "boss room" there is really the sound I wanted... So partly I can manage the sound. I am sure I could manage the same sound for the whole complex by putting it in few places.. but how to manage it when you have more places of interest and you want them to play different way? And to play it exactly how you want it? Well its broken so it is not much possible.. but at least one can get close to the goal as much as possible...
So what is your approach to sounds? How do you "try" to make it work?
ahkronnemesisMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
Does music even work?
There's tons of music options around but when selected nothing plays back. I've been avoiding it since I can't preview.
[Campaign] Into the Heart of Time (NWS-DLSK763NH) by @ahkronnemesis
Chapter I - The Cult of Kairos (NW-DJFINX9KB)
Chapter II - The Halls of Mortality (NW-DOE3ZC671)
Chapter III - Paradox ( Soon )
There's tons of music options around but when selected nothing plays back. I've been avoiding it since I can't preview.
Some music works, however if you choose music make sure it suits your room or else the music will stack if you change it.
Dr. Herc trilogy NWS-DHDPDVTMA
0
narathkorMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
You have to use the room properties tab and work in ambience/music there. Its a known bug and they promise it will be fixed in a mythical huge foundry update that is supposedly comming soon. Probably tomorrow since tomorrow never comes.
There's tons of music options around but when selected nothing plays back. I've been avoiding it since I can't preview.
Music works in interior rooms when you arrange it in background of the room... I hear music does not work in exteriors...
However.. Even when it works in rooms it still works kind of tricky way... I was trying to observe this option and try to figure out some pattern that could at least partly work.. So far I just add sound to some rooms and try to avoid having sound in rooms next to each other and try to minimize sounds all over the place...
It seems like at the start of the quest there are all those sounds playing randomly together and after while it settles down on one of those sounds.. but it may be sound from other part of the complex for example...
Frankly, I'm designing my quest as if sound worked for now with the disclaimer that sound bugs are a Cryptic issue. There are two reasons for this, the first is simple laziness. I don't want to have to update my quests to re-add all the sounds I didn't use because Cryptic screwed up and had to fix it. This way when they fix it my quest will already be "right". Second and perhaps more important is that the sound bug isn't consistent. Some sounds work, others don't, some work for some people and not others, etc. The very hit or miss nature of it means if I leave it out it may have worked just fine for you and added to your enjoyment of the quest. I have debris falling sounds, bug sounds, howling winds, thunder, and many other sounds and frankly they are all necessary, and I'd rather have them in their current state than to leave them out and tell players "sorry for the silence".
Do you crave a good old fashioned dungeon crawl? One where the dungeon tells it's own story? The Dungeon Delves campaign is just for you! Start with my first release: NW-DQF4T7QYH Any cave can lead to adventure!
I don't try to make my music work. I make it work in the Foundry Preview. When the bug gets fixed, my quests will already have optimally placed music. I don't want to do half measures.
Here's what I found so far:
- Placeable Sounds are global. They affect the whole dungeon, rather than the room you place them in. This has to be a bug or oversight. Cryptic should add sound radius to determine how far it can be heard.
- Placeable Sound events/triggers/hooks are broken. If you have a placeable sound, one of them will play for the whole dungeon regardless.
- Sounds work fine while editing in the Foundry, but fail when Published.
- Published Foundry Quest Database seems broken.
I deleted all placeable sounds and left the ambient sounds only, intending to add them again once Cryptic fixes it.
Somehow, even after deleting all sounds, there is a boss music that is still playing in my quest.
It doesn't play in the Foundry Editor - Foundry Editor works perfectly with sounds - but overrides all other sounds in the published version.
I intend to make my quest(s) have only ambient sounds in most areas, and music only playing on key events (boss encounters, important NPC dialogs, etc).
- Placeable Sounds are global. They affect the whole dungeon, rather than the room you place them in. This has to be a bug or oversight. Cryptic should add sound radius to determine how far it can be heard.
There is a sound radius. You can see it as a green circle in the Foundry. The size of this circle depends on the sound itself. Music covers the entire map, while something like the sound of a campfire has a much shorter range.
I don't try to make my music work. I make it work in the Foundry Preview. When the bug gets fixed, my quests will already have optimally placed music. I don't want to do half measures.
Yeah that may take too long.. so I rather have something for now than to have nothing at all...
There is a sound radius. You can see it as a green circle in the Foundry. The size of this circle depends on the sound itself. Music covers the entire map, while something like the sound of a campfire has a much shorter range.
I didn't notice because I only played with music.
Still, Music should be room-specific, or at least we should be allowed to choose.
There is a sound radius. You can see it as a green circle in the Foundry. The size of this circle depends on the sound itself. Music covers the entire map, while something like the sound of a campfire has a much shorter range.
Yeah but these are not working for now... I think he talks about the room sound which is in fact not affecting only room but some other areas too... And background room sound is not the same as placed sound in that way.. it should work only for room (which it does not)
I didn't notice because I only played with music.
Still, Music should be room-specific, or at least we should be allowed to choose.
Well that should be exactly work of "room background" music.. that should be music just for that room and maybe to cover smoothly area when you transit to another room... But yeah it doesnt work that way.. it works some strange magical way
Background sounds in rooms SHOULD actually work like they do now. In fact, I depend on this in The Lanaar Legacy. The sounds from rooms "bleed" into nearby areas like they would in real life. These background sounds were never intended to be used for music.
Background sounds in rooms SHOULD actually work like they do now. In fact, I depend on this in The Lanaar Legacy. The sounds from rooms "bleed" into nearby areas like they would in real life. These background sounds were never intended to be used for music.
They dont work that way.. you can hear sound from room at the end of complex when you are at the start of the complex
Well that should be exactly work of "room background" music.. that should be music just for that room and maybe to cover smoothly area when you transit to another room... But yeah it doesnt work that way.. it works some strange magical way
Yes, but assume I want a music to play in that room during a specific event that is happening in that room.
So far, my intention has been having an ambient sound in each room.
And then, specific events trigger music on/off.
Not only this isn't working, it also happens map-wide.
I would like to:
- determine whether I want a sound to be limited to a room (regardless of radius).
A campfire in a room might be small enough to not be heard in the whole room.
A fire in a room might not be heard outside the room.
- determine a fade distance (point at wich sound drops below 100% and gradually fades as you approach the cut-off distance)
- determine a cut-off distance (point at wich sound is at 0%)
A specific example:
Imagine a bard playing a flute.
It's not like bards have speakers to give you a blast from across the river.
It would make sense for the bard to only be heard from close enough.
And anyway.. the radius setting of sounds are just poorly made.. there should be some options (in the time when it will be working) to have that sound in different radius scales... Because for example most of the best sounds for boss fight is in music category and some other important sounds are in music category.. but I dont want to use them for the whole map.. when I want to have more of them... so therefor should be room option and different radius options for all sounds... In the time when it will be working....
But for now it would do at least if room sounds would work properly on all categories of sounds...
They dont work that way.. you can hear sound from room at the end of complex when you are at the start of the complex
Not in The Lanaar Legacy. I have several rooms in the mansion that have background noise, and this can only be heard in the room itself and its closest neighbors. I've never heard the sounds in rooms where they weren't supposed to be heard.
Yes, but assume I want a music to play in that room during a specific event that is happening in that room.
So far, my intention has been having an ambient sound in each room.
And then, specific events trigger music on/off.
Not only this isn't working, it also happens map-wide.
I would like the option to trigger music specific to a room.
Yes I know.. I would also like to trigger sounds on specific event.. which is working only in Foundry but not in reality... There you can kind of customize sound to play for example after you complete quest... but those options are not working in reality at all.. so for now are useless... We can count on them somewhere in the future, maybe... because it probably has no priority to make it now...
Not in The Lanaar Legacy. I have several rooms in the mansion that have background noise, and this can only be heard in the room itself and its closest neighbors. I've never heard the sounds in rooms where they weren't supposed to be heard.
Well when I put sound in room on the other side of complex it plays at the start.. and it plays together with like 3 other sounds from all over the places, but not all of them play together.. always just some of them.
Not in The Lanaar Legacy. I have several rooms in the mansion that have background noise, and this can only be heard in the room itself and its closest neighbors. I've never heard the sounds in rooms where they weren't supposed to be heard.
Have you played your own Quest without using the Editor?
The sounds work fine in the Editor... not so quite in the published version.
Have you played your own Quest without using the Editor?
The sounds work fine in the Editor... not so quite in the published version.
Yeah well the sound doesnt work fine in the editor for me... it also works tricky (the background sound). I dont have any placed sound I deleted it for now when its useless... And then I played the quest in real and it was the same tricky way that it play in editor for me... sounds are covering each other until it find some sound to settle with.. and then sometimes sound in some rooms works well.. sometimes...
I don't try to make my music work. I make it work in the Foundry Preview. When the bug gets fixed, my quests will already have optimally placed music. I don't want to do half measures.
Seems to me that like myself Tilt doesn't worry about Cryptic's bugs and instead builds quality quests that will function correctly once the bugs are fixed.
Do you crave a good old fashioned dungeon crawl? One where the dungeon tells it's own story? The Dungeon Delves campaign is just for you! Start with my first release: NW-DQF4T7QYH Any cave can lead to adventure!
Seems to me that like myself Tilt doesn't worry about Cryptic's bugs and instead builds quality quests that will function correctly once the bugs are fixed.
Lol? what? since when does quest "not quality" has anything to do with trying to improvise... Foundry is all about improvisation and trying to "walk around" Cryptic
Seems to me that like myself Tilt doesn't worry about Cryptic's bugs and instead builds quality quests that will function correctly once the bugs are fixed.
ol? what? since when does quest "not quality" has anything to do with trying to improvise... Foundry is all about improvisation and trying to "walk around" Cryptic
lol? what? since when does quest "not quality" has anything to do with trying to improvise... Foundry is all about improvisation and trying to "walk around" Cryptic
I am flexible and try to adapt on situation.. and current situation is that there are bugs...
Maybe one day will be fixed and then I will change my strategy...
So you have quality quests that will be fully function only when bugs are fixed?
Lol? what? since when does quest "not quality" has anything to do with trying to improvise... Foundry is all about improvisation and trying to "walk around" Cryptic
I disagree, I build my quest the best way I am able, and if there is a "known bug" I don't need to bother putting in a work around, I simply flag it as a known issue and move one. Why spend any time fixing something that once the bug is fixed will work right the way it's intended. Why have to come back once the bug is fixed and remove your workaround? The initial post was how do you handle it, we handle it by doing it right the first time and letting Cryptic fix the bugs.
Do you crave a good old fashioned dungeon crawl? One where the dungeon tells it's own story? The Dungeon Delves campaign is just for you! Start with my first release: NW-DQF4T7QYH Any cave can lead to adventure!
Even this forum is bugged and it cuts off my comments in half and doesnt allow me to complete the comment... So I have to improvise... and make the comment separated on more comments.. so the same with sound and other stuff...
I disagree, I build my quest the best way I am able, and if there is a "known bug" I don't need to bother putting in a work around, I simply flag it as a known issue and move one. Why spend any time fixing something that once the bug is fixed will work right the way it's intended. Why have to come back once the bug is fixed and remove your workaround? The initial post was how do you handle it, we handle it by doing it right the first time and letting Cryptic fix the bugs.
Yeah but I want to make it work NOW.. not somewhere in future.. because it is important thing... And there are ways how to walk it around as many other things that Foundry makes limitations about...
I see more precision in trying to solve it somehow at least then put your legs on table and say "it is bug"... I will rather try to make it work some way... and that is this thread about...
I see that your approach is dead beetle... but it doesnt make anything better.. it just doesnt make anything... That is it...
So put your tail back between your lags... By not trying to solve things your own way you dont make thing any better... (as you arrogantly throw your self around in your previous post) you just dont do them...
And many players doesnt know that sound is bugged so they will tell you why dont you have any sound in there? When I will have at least some sound then they will appreciate it.. when I will work it out somehow..
Well when I put sound in room on the other side of complex it plays at the start.. and it plays together with like 3 other sounds from all over the places, but not all of them play together.. always just some of them.
This is something I only experience the second time (and every time thereafter within the same session) that I start a Foundry Preview play. Every sound in the map will play immediately if I do that. It's not something that happens the first time you play the preview.
Can you confirm that this happens in published quests or the first time you preview a map after starting the Foundry?
Comments
There's tons of music options around but when selected nothing plays back. I've been avoiding it since I can't preview.
Chapter I - The Cult of Kairos (NW-DJFINX9KB)
Chapter II - The Halls of Mortality (NW-DOE3ZC671)
Chapter III - Paradox ( Soon )
Some music works, however if you choose music make sure it suits your room or else the music will stack if you change it.
The Sins of the Father NW-DLN6BC8NX
A Name For Yourself NW-DRBWMCFL4
Click Here To Visit The Official Thread
Music works in interior rooms when you arrange it in background of the room... I hear music does not work in exteriors...
However.. Even when it works in rooms it still works kind of tricky way... I was trying to observe this option and try to figure out some pattern that could at least partly work.. So far I just add sound to some rooms and try to avoid having sound in rooms next to each other and try to minimize sounds all over the place...
It seems like at the start of the quest there are all those sounds playing randomly together and after while it settles down on one of those sounds.. but it may be sound from other part of the complex for example...
- Placeable Sounds are global. They affect the whole dungeon, rather than the room you place them in. This has to be a bug or oversight. Cryptic should add sound radius to determine how far it can be heard.
- Placeable Sound events/triggers/hooks are broken. If you have a placeable sound, one of them will play for the whole dungeon regardless.
- Sounds work fine while editing in the Foundry, but fail when Published.
- Published Foundry Quest Database seems broken.
I deleted all placeable sounds and left the ambient sounds only, intending to add them again once Cryptic fixes it.
Somehow, even after deleting all sounds, there is a boss music that is still playing in my quest.
It doesn't play in the Foundry Editor - Foundry Editor works perfectly with sounds - but overrides all other sounds in the published version.
I intend to make my quest(s) have only ambient sounds in most areas, and music only playing on key events (boss encounters, important NPC dialogs, etc).
There is a sound radius. You can see it as a green circle in the Foundry. The size of this circle depends on the sound itself. Music covers the entire map, while something like the sound of a campfire has a much shorter range.
Yeah that may take too long.. so I rather have something for now than to have nothing at all...
I didn't notice because I only played with music.
Still, Music should be room-specific, or at least we should be allowed to choose.
Yeah but these are not working for now... I think he talks about the room sound which is in fact not affecting only room but some other areas too... And background room sound is not the same as placed sound in that way.. it should work only for room (which it does not)
Well that should be exactly work of "room background" music.. that should be music just for that room and maybe to cover smoothly area when you transit to another room... But yeah it doesnt work that way.. it works some strange magical way
They dont work that way.. you can hear sound from room at the end of complex when you are at the start of the complex
Yes, but assume I want a music to play in that room during a specific event that is happening in that room.
So far, my intention has been having an ambient sound in each room.
And then, specific events trigger music on/off.
Not only this isn't working, it also happens map-wide.
I would like to:
- determine whether I want a sound to be limited to a room (regardless of radius).
A campfire in a room might be small enough to not be heard in the whole room.
A fire in a room might not be heard outside the room.
- determine a fade distance (point at wich sound drops below 100% and gradually fades as you approach the cut-off distance)
- determine a cut-off distance (point at wich sound is at 0%)
A specific example:
Imagine a bard playing a flute.
It's not like bards have speakers to give you a blast from across the river.
It would make sense for the bard to only be heard from close enough.
But for now it would do at least if room sounds would work properly on all categories of sounds...
Not in The Lanaar Legacy. I have several rooms in the mansion that have background noise, and this can only be heard in the room itself and its closest neighbors. I've never heard the sounds in rooms where they weren't supposed to be heard.
Yes I know.. I would also like to trigger sounds on specific event.. which is working only in Foundry but not in reality... There you can kind of customize sound to play for example after you complete quest... but those options are not working in reality at all.. so for now are useless... We can count on them somewhere in the future, maybe... because it probably has no priority to make it now...
Well when I put sound in room on the other side of complex it plays at the start.. and it plays together with like 3 other sounds from all over the places, but not all of them play together.. always just some of them.
Have you played your own Quest without using the Editor?
The sounds work fine in the Editor... not so quite in the published version.
Yeah well the sound doesnt work fine in the editor for me... it also works tricky (the background sound). I dont have any placed sound I deleted it for now when its useless... And then I played the quest in real and it was the same tricky way that it play in editor for me... sounds are covering each other until it find some sound to settle with.. and then sometimes sound in some rooms works well.. sometimes...
Seems to me that like myself Tilt doesn't worry about Cryptic's bugs and instead builds quality quests that will function correctly once the bugs are fixed.
Lol? what? since when does quest "not quality" has anything to do with trying to improvise... Foundry is all about improvisation and trying to "walk around" Cryptic
ol? what? since when does quest "not quality" has anything to do with trying to improvise... Foundry is all about improvisation and trying to "walk around" Cryptic
Maybe one day will be fixed and then I will change my strategy...
So you have quality quests that will be fully function only when bugs are fixed?
I disagree, I build my quest the best way I am able, and if there is a "known bug" I don't need to bother putting in a work around, I simply flag it as a known issue and move one. Why spend any time fixing something that once the bug is fixed will work right the way it's intended. Why have to come back once the bug is fixed and remove your workaround? The initial post was how do you handle it, we handle it by doing it right the first time and letting Cryptic fix the bugs.
Yeah but I want to make it work NOW.. not somewhere in future.. because it is important thing... And there are ways how to walk it around as many other things that Foundry makes limitations about...
I see more precision in trying to solve it somehow at least then put your legs on table and say "it is bug"... I will rather try to make it work some way... and that is this thread about...
I see that your approach is dead beetle... but it doesnt make anything better.. it just doesnt make anything... That is it...
So put your tail back between your lags... By not trying to solve things your own way you dont make thing any better... (as you arrogantly throw your self around in your previous post) you just dont do them...
And many players doesnt know that sound is bugged so they will tell you why dont you have any sound in there? When I will have at least some sound then they will appreciate it.. when I will work it out somehow..
This is something I only experience the second time (and every time thereafter within the same session) that I start a Foundry Preview play. Every sound in the map will play immediately if I do that. It's not something that happens the first time you play the preview.
Can you confirm that this happens in published quests or the first time you preview a map after starting the Foundry?