anyone know how to keep the sound going on without getting replaced?
in sound data, looping set to -1, so it keeps looping ...but eventually the sound disappears/gets replaced or something by overlapping sounds from other units
for example, my hero unit is standing alone, the sound loops fine, other hero units walk by me, now i hear lots of the same sound sure,
if i stand with the crowd for a while, then walk away from the crowd until im by myself again, i notice the the sound "for by myself" is gone now
In the Sound data there's fields more maximum number of overlapping sounds before the sound is silenced or destroyed. Also every sound is classified by a type that determines how far away it fades, etc., and this may have impact on overlapping sounds. Take a look at the sound's parent and its type (Spell, UI, Foley, Voice, etc.)
There's a data field called Sound: Resource Priority, have you tried playing with that? I don't know for sure but maybe other sounds are getting prioritized over your looping sound. I'm not sure how utilized this setting is though, as all sounds seem to be either set to priority "32" (most sounds) or "16" (lower priority ambient sounds etc).
I'll let you know if I figure anything else out as I'm currently tackling a similar problem.
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I have a looping sound, that plays on the event of a "behavior on"
Now it keeps looping for a while, but eventually it stops, (because of many other sounds created nearby over time?)
Something makes the looping sound eventually stop, not sure what
is there a way to make this looping sound continue forever?
anyone know how to keep the sound going on without getting replaced?
in sound data, looping set to -1, so it keeps looping ...but eventually the sound disappears/gets replaced or something by overlapping sounds from other units
for example, my hero unit is standing alone, the sound loops fine, other hero units walk by me, now i hear lots of the same sound sure,
if i stand with the crowd for a while, then walk away from the crowd until im by myself again, i notice the the sound "for by myself" is gone now
In the Sound data there's fields more maximum number of overlapping sounds before the sound is silenced or destroyed. Also every sound is classified by a type that determines how far away it fades, etc., and this may have impact on overlapping sounds. Take a look at the sound's parent and its type (Spell, UI, Foley, Voice, etc.)
@TrenchaunT: Go
i tried that, it didnt work
I set all my custom sounds to have :
Dupe: Max Voice Count - Destroy 50
Dupe: Max Voice Count - Mute 50
there are only 16 units on the field at a time, so there should be no way it ever gets up to 50
and the looping sound still stops playing by itself
@HatsuneMikuMegurine: Go
There's a data field called Sound: Resource Priority, have you tried playing with that? I don't know for sure but maybe other sounds are getting prioritized over your looping sound. I'm not sure how utilized this setting is though, as all sounds seem to be either set to priority "32" (most sounds) or "16" (lower priority ambient sounds etc).
I'll let you know if I figure anything else out as I'm currently tackling a similar problem.