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Question about sounds...

pris23pris23 Member, Neverwinter Beta Users Posts: 204 Bounty Hunter
edited June 2013 in The Foundry
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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  • oortexploreroortexplorer Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 185 Bounty Hunter
    edited June 2013
    I'd like some clarification on this as well. I also can't hear half the music in the Foundry - is this a known issue, any way to fix it?

    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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  • zbkoldezbkolde Member Posts: 689 Arc User
    edited June 2013
    It seems like putting a sound in the backdrop slot doesn't work for outdoor maps. I had been trying to use "Forest Ambience" in the backdrop slot, but it never worked. I dropped a sound component in the middle of my extra large map, made it "Forest Ambience," and it works perfectly, for the entire map.

    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.
  • pris23pris23 Member, Neverwinter Beta Users Posts: 204 Bounty Hunter
    edited June 2013
    That helps me with my outdoor maps. Thank you! :)
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    Part 1 - Paradise Lost? NW-DDMMIKYTB
    Part 2 - Into the Mist NW-DIJXRI4NT
    Part 3 - Wind of The North NW-DFB9K8KWH

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  • oggbroxoggbrox Member Posts: 152 Bounty Hunter
    edited June 2013
    It seems to me, that you also should trigger all the music-pieces. "Play: Everytime" sometimes seems bugged?
    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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  • lumicakerylumicakery Member Posts: 95
    edited June 2013
    I usually put sound through the sound component (the drag and drop one). I make it play through 'objective in progress' because sometimes putting it at immediately doesnt play it. So if I want music directly after a player enters, I put the music to start at 'objective in progress' where the objective is the first one of the particular map. To make it stop, I set it to stop at 'objective complete', this one is handy when you have a boss coming and you wanna put a boss music. Then I place the boss music and make it start to play at 'objective in progress' where the objective is to defeat the boss, and make it stop when the objective is complete. And so on. Also, if you wanna replay the usual dungeon music, youre gonna have to put a seperate sound component that plays during the objective after the boss objective is complete.

    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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  • oggbroxoggbrox Member Posts: 152 Bounty Hunter
    edited June 2013
    lumicakery wrote: »
    I usually put sound through the sound component (the drag and drop one). I make it play through 'objective in progress' because sometimes putting it at immediately doesnt play it. So if I want music directly after a player enters, I put the music to start at 'objective in progress' where the objective is the first one of the particular map. To make it stop, I set it to stop at 'objective complete', this one is handy when you have a boss coming and you wanna put a boss music. Then I place the boss music and make it start to play at 'objective in progress' where the objective is to defeat the boss, and make it stop when the objective is complete. And so on. Also, if you wanna replay the usual dungeon music, youre gonna have to put a seperate sound component that plays during the objective after the boss objective is complete.

    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.

    Thanks for the wonderful post. This is the stuff, that I wanted to write about, but my terrible english smeared it up. lol

    :)
    Quests I like to share:

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  • harmorharmor Member Posts: 21 Arc User
    edited June 2013
    I used a slightly different method for the first location of the map i used component reached, for boss battles something appropriate for the given situation like component reached/complete or dialog option, the boss battle music finishes and return to the regular one on objective complete.

    By the way thanx lumicakery your suggestions helped me a lot.
  • cipher9nemocipher9nemo Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    lumicakery wrote: »
    I usually put sound through the sound component (the drag and drop one). I make it play through 'objective in progress' because sometimes putting it at immediately doesnt play it. So if I want music directly after a player enters, I put the music to start at 'objective in progress' where the objective is the first one of the particular map. To make it stop, I set it to stop at 'objective complete'

    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".
    lumicakery wrote: »
    Some of the sounds are ambient sounds so you can only hear it when your close

    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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  • pris23pris23 Member, Neverwinter Beta Users Posts: 204 Bounty Hunter
    edited June 2013
    Thanks guys. I guess I wasn't really doing anything wrong. I just need to accept that certain sounds do not work. I never thought to use component reached though. I always used objective start/complete. I appreciate all the help guys. :)
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    Part 1 - Paradise Lost? NW-DDMMIKYTB
    Part 2 - Into the Mist NW-DIJXRI4NT
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