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Problem with sounds

Started by fatnlazy, July 01, 2009, 03:30:12 AM

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fatnlazy

My hitsounds are reverbing when I run MUGEN. The grunts and other sounds are fine, but the sounds I'm using for punches and kicks hitting, while they sound fine in FF, they reverb, or echo in game. Any thoughts as to what I'm doing wrong. They are set up the same as the other sounds.


Solved. Kinda.

I'm not sure why, so if anyone knows, I'd like to hear why, but when I use my custom sounds in the hitdef, it works fine. I was using it as a PlaySnd before, and even with the sound from the hitdef semicoloned out, it reverbed. Anyway...

BC

This is a weird problem, post your code anyway just incase?
Accepting commissions

_Josue_

#2
Adding the persistent=0 line would stop the sound triggering more than once thus stopping the reverb.
I have a similar problem,

[State 700, Hit]
type = PlaySnd
triggerall = MoveContact=1
trigger1 = MoveHit=1
ignorehitpause = 1
value = S5, 5
channel = 3
the sound reverbs, it just doesn't only if I add

persistent=0

anyone knows why even this
triggerall = MoveContact=1
trigger1 = MoveHit=1
triggers the sound more than once?
(hint, the hitdef is supposed to hit more than once, but the sound is should play only on the first tick movecontact is made)

Rajaa Retired

"Ignorehitpause = 1" will make it trigger multiple times, depending on the hitpause and animelemtime, when the trigger is movecontact = 1. I usually just use triggers like:

trigger1 = numtarget && movehit =1
trigger1 = target, time = 0
ignorehitpause = 1

It will only trigger once due to the second trigger1.

fatnlazy

Thanks for the replies. I got it to work by using the custom hit sound in the hitdef, which I believe is triggered on movecontact. I tried all variations possible for a PlaySnd on them, and they always echoed. I tried different channels and what not. The only thing I can think of was that the default hitdef sound was playing, even when semicoloned out, and I was hearing a melding of the two sounds. Since it's a movecontact sound anyway, it's much easier just to plug it in the hitdef.

Again, thanks for the help. This whole thing did get me thinking about using different channels, which will help on some of my later moves.

_Josue_

Quote from: fatnlazy on July 05, 2009, 05:32:55 PM
Thanks for the replies. I got it to work by using the custom hit sound in the hitdef, which I believe is triggered on movecontact. I tried all variations possible for a PlaySnd on them, and they always echoed. I tried different channels and what not. The only thing I can think of was that the default hitdef sound was playing, even when semicoloned out, and I was hearing a melding of the two sounds. Since it's a movecontact sound anyway, it's much easier just to plug it in the hitdef.

Again, thanks for the help. This whole thing did get me thinking about using different channels, which will help on some of my later moves.
You're welcome.

Quote from: महान सम्राट on July 04, 2009, 01:42:54 PM
"Ignorehitpause = 1" will make it trigger multiple times, depending on the hitpause and animelemtime, when the trigger is movecontact = 1. I usually just use triggers like:
trigger1 = numtarget && movehit =1
trigger1 = target, time = 0
ignorehitpause = 1
It will only trigger once due to the second trigger1.
can you believe it doesn't work well for my char?
Yes, reverb was reduced, but...
Maybe it happens because the move is supossed to hit more than once in the same state, but the sound should play only once for every foe, even if the foe is hit several times...