Llorean's Recent Forum Activity

  • Okay, yes, completely my misunderstanding. I don't know how I missed it, sorry for wasting time.

  • Maybe I'm doing something wrong. Is there some sort of positioned "listener" I should perhaps track to my protagonist sprite?

  • No parallax is used on the layer the objects the sounds play at use. I have a UI layer set not to move and a game layer with default parallax values.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • At the very least this should be noted in the manual then. I can't imaginebany regular user would expect and audio source visibly to the left of the screen to play audio from the right if it happens to be in the right half of the layout. As your report form notes, it's about expected vs actual behavior, so this is evidently a documentation bug if things are working as intended, but you didn't communicate the intent and a fair number of users are likely to expect different behavior.

  • Problem Description

    I originally posted this in the "How do I?" section, but after a little more experimentation, I think I was encountering a bug. It appears that when you play audio "at an object" it uses the object's position in the layout, rather than the object's position on the screen, to determine how the audio sounds. This means that an object at the center of the screen in the left quarter of a large (in my case, 3200 pixels) layout will sound considerably different than the same object playing the same sound in the right quarter of the layout.

    Attach a Capx

    https://github.com/Llorean/Femlink/tree/master/ (I don't know how to attach files in this forum)

    Description of Capx

    It's my entire game code, relevant audio code is in the Link event sheet.

    Steps to Reproduce Bug

    You can see what's happening just by wandering back and forth and stabbing with the sword (Z key). To see a sharp difference go through the door (hit Up) and you'll be on a different map where you're at the top of the layout instead of the bottom, and sounds are considerably louder.

    Observed Result

    Audio changes position even when sprite is in the same on-screen position, seeming to change based on where it is relative to the center of the layout.

    Expected Result

    Audio changes position based on where it is relative to the center of the screen.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (Unknown)
    • Internet Explorer: (Unknown)

    Operating System and Service Pack

    Windows 8.1, fully updated as of the time of this post.

    Construct 2 Version ID

    Release 200

  • Aaand after asking, I think I've got it, and I think I've found a bug:

    Playing audio at position seems to use the position relative to the layout, rather than the position relative to the visible window area, to determine position. So since one layout I'm at the bottom of, and the other layout I'm at the top of...

  • As far as I can tell, I've got no layout-specific sound code so far. But in one of my layouts the sounds are considerably louder than in the other layout, which baffles me as I can't see any reason this would be the case.

    Is there some reason the same sound would be played at different volumes in different layouts? I'd attach my code directly but I don't see a way to attach a file. Here's the repository: https://github.com/Llorean/Femlink/tree/master/ You can try the project at http://llorean.github.io/FemLink/ if you stab with Z it should fairly quiet, but if you go through the door in the room to the left (press Up) and then stab in there, it's much louder. Same is true for being hit by enemies.

Llorean's avatar

Llorean

Member since 11 Apr, 2015

None one is following Llorean yet!

Trophy Case

  • 9-Year Club
  • Email Verified

Progress

10/44
How to earn trophies