UDK SoundCue: Distance Crossfade for 1st / 3rd person sounds
Автор: Engine Audio
Загружено: 15 нояб. 2010 г.
Просмотров: 2 165 просмотров
This video is documentation of an issue we have experienced recently using a particular soundcue setup in the Unreal Development Kit (UDK). The September beta was used for purposes of this video.
A single soundnodewave feeds two Attenuation nodes, both nodes have attenuation turned off. One node represents a 1st person sound with spatialize turned off, the second node represents a 3rd person sound with spatialize turned on. Both Attenuation nodes feed a single Distance Crossfade with its first radius from 0 - 200uu and second radius from 200 - 4000uu.
There is a known issue in current versions of the UDK with the Distance Crossfade node incorrectly retriggering a soundnodewave. This causes sounds to play out of sync as the player travels from one radius to another.
We are looking for a fix for the Distance Crossfade or suggestions for a workaround for 1st / 3rd person sounds in the UDK. If you have any more help on this issue please comment on this video or send a message at:
email: [email protected]
twitter: @engineaudio
www.engineaudio.com

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