I know this topic in the mean time is already old again but seems to me that every so often We get bested by this Editor on the "Seemingly" simplest of things. Especially the second to last port before mine strikes me at heart.
I'm having a 2-stage cinematic during which I want to have a custom music sound play, starting at a specific moment of the song and nicely facing into the song from 0% 'noise' to 100%. during each of the 2 stages the song should start and a different starting moment. I hope to use the fading of the song to establish a sort of blend-moment during the switch from stage 1 to stage 2.
However as this topic has shown, working with sounds is notoriously difficult in relation to what one want to achieve it seems.
I can get the sound to play and starting at the right time using the play sound trigger, the song I need has a group: Other
I've even been able to use Mute Sound Channel (Ambient,music) to disable any 'interference' from the ambient and soundtrack music.
And thats also why I had the custom song set to other, because when calling the song while set as 'music' group it just played whatever random sc2 soundtrack.
But when wanting to use the Set Sound Volume and made it set de 'other' channel to 100% in 2 seconds (or 10 seconds for that matter) jack shit happened....
It seems as if the Play Sound action immediately determines at which volume the music plays regardless of whatever volume settings I apply on them.
and so here I am, coming back around with this quote:
I can't believe how unintuitive it is just to get a goddamn sound to play [correctly].
Can someone please help me with my debackle? What am I doing wrong? where does my logic fail me? And how can I get my song to properly fade in and out on my command, at the precise time and for the specified amount of duration?
I know this topic in the mean time is already old again but seems to me that every so often We get bested by this Editor on the "Seemingly" simplest of things. Especially the second to last port before mine strikes me at heart.
I'm having a 2-stage cinematic during which I want to have a custom music sound play, starting at a specific moment of the song and nicely facing into the song from 0% 'noise' to 100%. during each of the 2 stages the song should start and a different starting moment. I hope to use the fading of the song to establish a sort of blend-moment during the switch from stage 1 to stage 2.
However as this topic has shown, working with sounds is notoriously difficult in relation to what one want to achieve it seems.
I can get the sound to play and starting at the right time using the play sound trigger, the song I need has a group: Other
I've even been able to use Mute Sound Channel (Ambient,music) to disable any 'interference' from the ambient and soundtrack music.
And thats also why I had the custom song set to other, because when calling the song while set as 'music' group it just played whatever random sc2 soundtrack.
But when wanting to use the Set Sound Volume and made it set de 'other' channel to 100% in 2 seconds (or 10 seconds for that matter) jack shit happened....
It seems as if the Play Sound action immediately determines at which volume the music plays regardless of whatever volume settings I apply on them.
and so here I am, coming back around with this quote:
And how can I get my song to properly fade in and out on my command, at the precise time and for the specified amount of duration?
Custom Campaign Initiative