Laurent's Recent Forum Activity

  • mekonbekon

    I was wondering about another way to design soundscape that could be an alteration of your first proposition. What about a hero sprite that is a listener surrounded by 4 speakers attached to it, moving close to it and emitting sound from the tiles they are on. That could help recreate panoramic sound. What do you think ?

  • mekonbekon

    Indeed !

    Sound scape is something I wanted to try for a long time.

    Thanks again for your kind help !

  • mekonbekon

    You are amazing and so reactive ! .

    I discovered that Speaker objet part of the code is sufficient to make the soundscape engine to run. Tile map part of the code can be switched of. You achieved to create something wonderful with very few lines. I'm impressed

  • mekonbekon

    I get it ! It seems to be working.

    My first attempt with this soundscape thing was to use positioned audio. My scene had almost 30 different sound sources with a moveable listener but this (very well working) system needed to much ressources. I was thinking about starting to play the different sound sources when the listener sprite was entering their "sphere of influence", stoping sources that are to far to be heard anyway and thus preserving CPU ressources.

    But I was not able to make this system to work.

  • mekonbekon

    Your pedagogical talents are astonishing !

    Your last suggestions about the speaker option sounds very interesting and absolutely what I may need for my project . I can't really get how you would do that. I mean, I understand the logic but am not skilled enough to implement it. Any (additional) help would be great !

    About this method, BTW, can we instead imagine the sprite being a Listener and activating sound of the 8 adjacent tiles around it ?

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  • mekonbekon

    That's a really smart way of achieving this !

    Thanks so much !

    I was wondering, instead of fading previous sound and starting new one once previous has stopped, how can we do a cross fade so the sound level heard would remain stable ?

    What about "fade=0.5" variable ? Is it fading rate ?

  • mekonbekon

    Thanks !

    This looks awesome !

    Yes, the idea is this : every type style plays a different sound. Sound keeps playing the same when you go from a tile type to the same tile type and fades when you go to a different tile type. The loops I'm playing are about 30 s long (rain, wind in the trees...)

    The point is to make a "sound landscape" that evolves when the player moves.

  • Hi to all !

    I'm building an app in which each tile of a tile map triggers a sound when the user drags a sprite on it.

    I' managed to trigger the sound and let it play as long as the sprite is over a given tile but I would need the sound to fade out and stop when the sprite leaves the tile.

    How can I do that ?

    My second goal is to have a single function to make this automatic, a single function for every tile.

    Any idea on how to do that ?

    Thanks !

    Laurent

    Here's a cap of the code I have so far

    https://www.dropbox.com/s/6njx2wzt5dg1j ... .37.27.png

  • 99Instances2Go Still no idea about that ?

  • Thanks 99Instances2Go !

    That's an interesting approach.

    I was thinking about the following gestures, any idea on how to do that ?

    • 2 fingers to drag/scroll layer (this is what Google map proposes now for mobiles gestures)
    • 2 fingers pinch to zoom/de-zoom (this is what Google map proposes now for mobiles gestures)
    • 1 finger tap for spawning.
    • 1 finger hold on spawn object to drag it around the layout
  • I just did.

    No .c3p included because it happens all the time and can be reproduced with any .c3P

  • So the problem may not come from C3 ?

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Laurent

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