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Author Topic: 2d fmod music stretchs across seamlesslinks  (Read 1930 times)

keeperofstars

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2d fmod music stretchs across seamlesslinks
« on: Aug 04, 13, 01:11:49 PM »

Is there a way to keep a 2d fmod from stretching it's way across seamless links.

For example I have a bit of dungeon ambieance, in a cave system that is seamless 2.0 linked to an above ground area.

The music plays for both areas though.

Anyway to keep it from doing this without making it a 3d sound and limiting it's range? I ask cause it's a challenge to get it to fit all the areas of the cave shape and size.
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FI-ScottZ

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Re: 2d fmod music stretchs across seamlesslinks
« Reply #1 on: Aug 04, 13, 01:22:32 PM »

I have not worked with seamless much, but is there notification in script of when you change areas?  Because then you manually fade the music in or out.
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Scott Zarnke
Lead Programmer, Visions of Zosimos
CTO, Forever Interactive, Inc.

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Re: 2d fmod music stretchs across seamlesslinks
« Reply #2 on: Aug 04, 13, 03:29:48 PM »

If room awareness isn't disabling the playback, then I think you'll have to go with what Scott says, and handle fadeout and fade in on transitions. More than likely you want to have a "background music" system anyways that handles changes in music based on events/triggers.
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keeperofstars

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Re: 2d fmod music stretchs across seamlesslinks
« Reply #3 on: Aug 04, 13, 04:10:58 PM »

I figured I would need to do something like an fx trigger or, trigger in general to turn the sound on or off, but was wanting to make sure before I started building a whole system out, that I wasn't overlooking some easier way to manage it for now.

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keeperofstars

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Re: 2d fmod music stretchs across seamlesslinks
« Reply #4 on: Aug 04, 13, 04:47:39 PM »

With use of a seperate room I was able to get it working, but cause the room was along the seamless link it looked like things were blocking me from leaving, till i turned on automatic room selection.

After that I could transition in and out.
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Re: 2d fmod music stretchs across seamlesslinks
« Reply #5 on: Aug 04, 13, 06:57:07 PM »

ah, good, I figured. Rooms are pretty key when making things like dungeons. For light and sound especially.
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