- Dec 31, 2017
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Having the same issue as above.
I would have to see how you made your events to know what the issue is. Playing a spatial SE is just like playing a SE, just that the volume and pan is automatically adjusted depending on the position of the origin of the SE.I'm not sure whether I am using this plugin properly, as the spatial SE keeps loading itself, and it is definitely not what I am trying to do (simulate a 3d sound effect).
I have no plans to add audio effects to this plugin for now. If I do add audio effects, it's probably going to be another plugin that would be compatible with this one.What is the possibility of getting effects with this plugin? Reverb and/or delay specifically.
Well welcome back!I would have to see how you made your events to know what the issue is. Playing a spatial SE is just like playing a SE, just that the volume and pan is automatically adjusted depending on the position of the origin of the SE.
Thanks!Well welcome back!
Send a screenshot of the event calling the SE.I mean I can send the project, perhaps you can advise how to best setup such instances. Can your plugin play more than one simultaneous event?
Not yet, but soon. It will end this week.Is your hellish semester over?
Thank you. And would that work even in case of multiple BGS (as in, a sfx per every torch)? would your system be able to handle that and in that case, how would I do that?@Dark_Ansem The way you did it currently will call the SE to be played every frame. A torch sound is more of a BGS than a SE. You should create a spatial BGS instead. After creating it, you must delete the event that creates it (since it's like playing a BGS, you only need to call it once), but you must keep the event that servers as a location (aka the torch event on your map).