There is no sound component on the entity with the script. If you use this.entity.sound.play() you have to make sure the entity with the script has the sound component. Right now the sound component is on a child entity.
I've realised that if I tell a sound to play during a collision that the sound is repeating while that collision remains true. So if my player is falling through say a 64px high collision box I can hear the associated sound play over and over very briefly before ending.
This showed the splash animation, but resulted in the sound playing over and over while the collision was happening, which took maybe 15 - 20 frames. But I only wanted the sound to play once. This was solved by using the suggestion from u/Scotsparaman
The only thing I ran into was that this meant the instance played the sound once and then never again. So if the object needs to run the sound again for some reason, then the variable needs to be reset again to false at some point.
So I bought the game on sale and I like it a lot so far. One thing is really bugging me though. There's this sound effect that you hear when you move a ride from an area where it can be placed to an area where it can't be.
When you do that, the color around the ride turns red so you know already that the placement won't work. The accompanying sound-effect I find annoying. At best I would play it when I actually try to place the ride, not simply when hovering. As I find the perfect spot for my ride I tend to hear it a lot.
I would write a python script to keep track of the object's velocity. When the velocity suddenly decreases (on collision) I would play the sound, setting its volume based on how big the deceleration was.
So I had figured this out. In your particle you need to make an Event Generator, set its type to collision, and give it a custom name. Then make a blueprint out of the particle emitter, and inside that create an event OnParticleCollide for the particle system, and then do your business that way.
I modified one of the weapons I got from the realm667 website called "Repeater". I decided to make it a weapon that shoots projectiles instead of hitscan. So I created a new projectile so that the gun had it, the problem is that when I shoot close to objects or a wall, the sound of the shot is muted / muffled by the sound of the projectile's collision, something that doesn't happen, for example, with the Plasma riffle (vanilla). I still don't quite understand all the sound / sndinfo properties, but from what I've seen, nothing is related to this problem.
Then I saw that you're using the same sound for the projectile spawn as the weapon attack sound (do even weapons have attack sounds?), so remove it from the weapon.
When this happens, it usually means that those sounds are playing in the same channel e the second one is overriding the first.
I am currently trial and erroring my way through this, but I wondered if I could cut that a little shorter by asking a question on here. I did try searching online for tutorials regarding this but they either make a sound effect play when a button is pressed, or something that doesn't necessarily apply to a situation like this.
You can use this Asset for any physics object, just activate the physics and "generate hit events" in the details of the object and add the blueprint "Physics Collision Sound" as a new component. Adding sounds is just a matter of drag and drop.
I created a .wav sound file to use when the player activates a checkpoint. I created a scene event to check for collision between player1 sprite and the checkpoint sprite and set the action to play the sound file.
This morning I headed out to route 5 in my Lusch Ajax, and after a few crossings, I heard the collision "thump". I didn't think anything of it, and carried on, then suddenly, I started to hear it way too much to be random, as in almost backfire sounding. I thought maybe my Ajax scripts went blotto, which can happen to any vehicle, sure, so I rezzed a fresh copy of the Tradeline Van (at route 1) and proceeded on. However, a few short sims later, yet again, started to hear the collision "thump". It wasn't just happening at the crossings, which I know can cause a vehicle to "dip", it was happening in various sections of a sim.
In conclusion, I heard this prior to clearing cache, after clearing cache, heard this at route 5, route 1, route 9, and it even happened at Bay City, while testing various vehicles, and the only time I didn't hear anything was while riding the motorcycle. I'm on the newest version of Firestorm (6.6.16.70339), and haven't changed a thing as far as settings go. I was out sailing then boating yesterday morning after installing it, (prior to the Wednesday morning restarts) and heard nor saw anything out of the ordinary. Also I want to point out, before to the new FS and the newer grid updates, I never heard the collision sound, while driving, especially never as repetitive as this.
I've had collision sounds off forever in Firestorm, so today (after updating to 6.6.16.70339 yesterday), I was not expecting to hear these loud booming sounds. Apparently, my friend has coconut trees, and holy moly that sound is awful. Sadly, it rezzes the coconuts, so there is no way to mute each one. I need to know how to disable this as the standard setting in debug settings (EnableCollisionSounds = FALSE) is not working. Any ideas?
There was a change that I introduced in 2023-11-20.6935786551 to support llRezObjectWithParams. That change moved collision damage and collision sounds out of script properties and made them object properties. It appears that I missed an edge case.
There was a change that I introduced in 2023-11-20.6935786551 to support llRezObjectWithParams. That change moved collision damage and collision sounds out of script properties and made them object properties.
Today following the latest restarts, the sound, if it was possible, seems to be worse! I hear it now exiting a vehicle, walking up or down stairs, going in or out of an auto-open door, even jumping up and down. Pretty much...moving causes the collision noise... ?
Yep, after the restarts the sounds are back. I have EnableCollisionSounds in debug set to false - so I am not hearing the sounds when walking up stairs etc - but certainly when using cars they are there.
To follow up on what Eowyn said, I checked our shop in Badger, our 2nd shop in Symmetry and our venue in Remonta, everything seems fine at all places, no odd collision noises when jumping or other wise. (all of these spots are on the current main channel server)
Using the llCollisionSound function in a script also has odd behaviour. If I set the sound to blank, and/or volume to 0.0, it still plays the improper sound at full volume. However, if I set a different UUID for the sound, it will play that sound instead, still at the improper location.
Been kind of thinking around about that. Since the sound has all but vanished from main channel this week, most likely it'll be back to normal on RC after the next batch of restarts....hopefully at least. ?
Cyprinids (carps, chubs and minnows) possess well-developed hearing and high sensitivity to sound pressure. The sensitive hearing may assist cyprinids with searching for food, territory defense, and mating behavior. Many paired fishes violently shake in sand and gravel while spawning in rivers. However, no study has examined the ecological importance of the collision sound made by the behavior. This study examined whether cohabitated chubs (Opsariichthys evolans and Zacco platypus) use the collision sound as a signal to locate spawning events so they can be a male satellite or egg eater. Three types of sounds (i.e., collision sound, music noise and ambient noise) were played with or without jerkbaits at the midstream of the Keelung River, Taiwan during the spawning season in 2018 and 2019. Generalized linear mixed models were then built to examine the effects of the sound types and the presence of jerkbaits on the number of individuals that the two chubs attracted. Results showed significantly different levels of attractiveness among the three sound types, with the collision sound attracting most fishes, including both females and males, followed by music noise and ambient noise. The presence of jerkbaits increased the number of fishes attracted, but the effect was only statistically marginally significant. These results suggest that the collision sound as an acoustic signal may be more important than a visual signal for the chubs to locate spawning events of other mating pairs, probably because of the longer transmission distance of the former. The present study demonstrates the ecological meanings of the collision sounds made in association with spawning activities of the chubs and implies that the native chub's spawning activities may be affected by the introduced Z. platypus. More studies on the interactions between these cohabitated chubs will benefit the conservation of native chubs.
when i drive alone no collision bump sound but when an another player is near me with a motorcycle or a npc this annoying collision sound start to happen on their side, and the other player hear it at my side.
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