Sound Activators shutting off when you wait

Post » Sat Feb 19, 2011 5:27 am

I've FINALLY mastered the key to getting a 2D Cricket sound activator to work, let alone work at the appropriate time (time settings are MILITARY TIME! Duh *bops himself*) however, now if I use the wait command inside of my World Space for even an hour, all of the activators that emit a sound suddenly.....no longer play. Except for my crickets, which work just fine, my waterfalls no longer make sound, the bell on my boat refuses to ring, and the only sounds I can hear, although only SOMETIMES hear, are the creak of the boat, the wind whistling and the water sloshing. I've checked to see if they're
A ) Set to loop
B ) Have a time-frame of which they play on
C ) Have ANY min/max distance that might be too low to hear

I've set them to loop (default)
They should play 24/7 (Midnight to midnight) (default)
and they're all set to their default min/max distance

What seems to be the issue? If I leave the world-space and re-enter it all of the sounds activate again appropriately. Is there a cause to this or maybe even a solution? I'll supply more info if I can.
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Gemma Woods Illustration
 
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Post » Sat Feb 19, 2011 6:50 am

Edit: Now I notice my crickets are not beginning their appropriate play-time UNLESS I exit the World Space and re-enter it, as well. Hmm...:\
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LuBiE LoU
 
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Post » Sat Feb 19, 2011 10:00 am

Many sounds in the game behave this way, including sounds from the vanilla game.

For example, many of the regular waterfall objects react this way, and so does the Oblivion Fire Pillar in the Oblivion Towers. Go into invoentory mode, return and the sound is gone.

Sound objects (the speaker looking object) usually does not have this problem. If your sounds are in a script, you may need to check in the script to see if the player goes into a menu and replay them afterwards.
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Annick Charron
 
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Post » Sat Feb 19, 2011 1:57 am

Many sounds in the game behave this way, including sounds from the vanilla game.

For example, many of the regular waterfall objects react this way, and so does the Oblivion Fire Pillar in the Oblivion Towers. Go into invoentory mode, return and the sound is gone.

Sound objects (the speaker looking object) usually does not have this problem. If your sounds are in a script, you may need to check in the script to see if the player goes into a menu and replay them afterwards.


I have no skill with scripts OR scripting for that matter. I wouldn't even know where to begin

Edit: No script is associated with the object that is emitting the sound in it's edit window, be it a red circle-thingy or a sound tied to an activator (like the waterfall). During the day if I hit tab, enter my inventory, and leave, it DOESN'T shut off the sounds like you describe UNLESS I exit the world space and re-enter, however IF the crickets are chirping, tabbing into my inventory doesn't stop them, but stops everything else *very confused*. Also, it only shuts off the sound unless the sound is 2D. I just set a waterfall to 2D and tabbing didn't stop it then, but that's a little...loud.
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aisha jamil
 
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