CrudeMik's Recent Forum Activity

  • I wonder if there's a way of building an emitter object that uses string variables to call a sound file, set a range, roll-off factor and also pitch.

    So you only need to make one emitter object to call all the positional sounds in your game.

  • You can increase the roll-off factor in the audio object properties to achieve this effect.

    You can also adjust overall ranges here too, but I think we need an option to have custom ranges and roll off factors so that some sounds can be heard at greater distances to others. The way unity handles 3D audio is a good source for inspiration here. You drop in an audio emitter object, assign a sound to it and then set its range / roll-off factor.

  • Link to .capx file (required!):

    dl.dropbox.com/u/3317708/AudioEmitters.capx

    Steps to reproduce:

    1. Place several audio emitters

    2. change timescale of emitter audio, trigger once

    3.

    Observed result:

    constantly shifts timescale instead of changing timescale of each sound once only.

    Expected result:

    Random pitch variation between multiple instances of sound. I'm trying to add subtle pitch variation to a sound to avoid phasing when the same sound is being played multiple times within range of itself.

    Browsers affected:

    Chrome: yes/no

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack:

    Construct 2 version:

    r123.2

  • Okay, is this typically indicating a performance issue with my game? Just trying to figure out how to fix the issue.

  • Ashley - so in Chrome browser my game is consistently 30fps and through Node-WebKit it's 60fps consistently.

    Is this a bug with Chrome then?

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  • Link to .capx file (required!):

    dl.dropbox.com/u/3317708/AudioEmitters.capx

    Steps to reproduce:

    1. for each instance of an 'Emitter' object play looping sound at start of layout

    2. copy Emitter multiple times

    3. set audio listener to a different object.

    Observed result:

    Sounds are emitted by only one or two of the objects.

    Expected result:

    Sound should emit from all of the objects

    Browsers affected:

    Chrome: yes/

    Operating system & service pack:

    Windows 7 x64

    Construct 2 version:

        

    r122

  • Thanks chaps - I'll post this up as a bug

  • Here's my action

    Start of layout

    For each 'Emitter'

            Play 'audioFile' looping at object 'Emitter'

    This doesn't work when I copy instances of the 'Emitter' object - the sound doesn't emit from each instance, only one or two of them.

    I have an example capx:

    https://dl.dropbox.com/u/3317708/AudioEmitters.capx

    Thanks

  • Firstly - fantastic work. This really opens up Constructs capabilities. I've a couple of points for feedback in regards to tweaks which will make the system even better.

    • Individual sound ranges, often you will want 'object a' to emit audio over a larger range than 'object b'. Perhaps a 'range' parameter in the play sound at object action.
    • Individual Doppler factor, most area sounds will not require doppler (ambiences) - where other specific sounds will such as engines. Maybe we can use the "tag" system to enable / disable doppler?

    I hope this is useful, I think these two tweaks will make the system fantastic!

    Great work again.

  • I've actually notice this myself in Chrome not just with C2 games but also sometimes with YouTube

  • It's chromium though isn't it? Are they not essentially the same thing?

  • In Chrome on my browser I'm getting about 30 FPS but when I export and run on the desktop via Node Webkit I easily get 60 FPS.

    Has anyone else experienced this?

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CrudeMik

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