Audio Support

Discussion and feedback on Construct 2

Post » Sat Nov 09, 2013 12:29 pm

Here's my main problems:

Global positional audio values: We NEED to be able to control the distance and roll-off factors for each sound.

Global doppler values: We need to be able to select which sounds are effected by doppler, having all or nothing renders the feature practically unusable. I have ambient background loops for say an air-conditioning unit and when I run around it sounds like a weird spaceship taking off.

Also is it at all possible to be able to hook up FMOD to the engine via a plugin?CrudeMik2013-11-09 17:07:02
B
43
S
13
G
8
Posts: 622
Reputation: 7,392

Post » Sat Nov 09, 2013 4:41 pm

Also - being able to adjust pitch of each sound as opposed to tag would be fantastic.

Best solution I think is to create an audio emitter object like most other game engines like Unity have. You create the object and within it you can assign a sound (or list of sounds), then be able to tick if it's 3D positional, mono or stereo. Adjust it's range, doppler factor and pitch.
B
43
S
13
G
8
Posts: 622
Reputation: 7,392


Return to Construct 2 General

Who is online

Users browsing this forum: SaRaB and 5 guests