Hi all! I am having some trouble making my sounds work properly in my quests. This is frustrating because people are sometimes mentioning that they would have liked more music/sounds. I have added music and ambient sounds to my maps and it works when I am in the foundry editor mostly. However, when I have tested my published maps it doesn't work. This is more true of music than ambient sounds. Music is difficult to choose anyway since I cannot hear it in the editor when I am trying to choose a soundtrack more than half of the time.
I am assuming that this is my fault somehow as I thought that the foundry sound bug had been fixed. In any case here is my main question: Should I add music as the main map sound and add ambient sounds individually on the map? Does it even matter which of those is tied to the map vs. individually placed sounds on the map? If anyone can think of anything that I may be doing wrong, I am all ears...err eyes I guess.
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I have found that when the main map sound is active (with music), with individual sounds placed on the map, sometimes it works and sometimes they cancel each other out.
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Also, some music is local, meaning you can only hear it when you are somewhere near the point where you placed it. I had some issues with that too, and ended up having to place the same music in multiple places. Other music is global though, and covers the entire map.
This is all from using an outdoor map, i haven't yet tinkered with music for an indoor map. Dunno if this helps you at all.
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So trigger the music while the quest-goals are done!
Also some single music-tracks are bugged.
And I just speak about the editor.
Don't know, what will happen when I publish my quest.
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Some of the sounds are ambient sounds so you can only hear it when your close, like zbkolde said.
And yeah, I cant hear all the music/sound, but its only a tiny bit.
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Thanks for the wonderful post. This is the stuff, that I wanted to write about, but my terrible english smeared it up. lol
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By the way thanx lumicakery your suggestions helped me a lot.
Yup, that is what I've done in the past as well, even before the Foundry fix for sounds around the 20th of June. Others threads on this too. I've also done sounds starting when a component is reached (marker). Both work fine, just not the "immediate".
And the biggest problem with this is that localized sounds don't fade with distance. So you either hear it at 100% volume or you don't hear it at all. I wish they'd fade sounds depending upon range when it gets near the edge of its limit.
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