Multi channel audio suggestion.

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  • Hi Scirra!

    Im building a F1 racing game just for the fun of it.

    While im doing the audio i stumbled uppon a problem.

    Currently i have 3 cars on track but in a few weeks its going to be a full F1 grid.

    Now, i have build my car engine audio in the game.

    I also applied al the settings to the other cars.

    The problem that i have, is when i race my own car and the others start racing aswell, there is a feedback loop within the audio channel.

    Im using the set playback rate linked to the speed of the car movement per car.

    So 3 cars at this point are using the playback rate.

    Here comes the wierd part.

    When i set my car to idle, the other cars sound becomes normal and u can here them roar by, just like in a real race.

    But when i start racing again, they drop away and the feedback loop within the channel comes up again.

    Note that i have set the volume to drop away when the other racers are not nearby: but thats not the issue.

    So in short i think construct 2 uses just 1 channel/2 channels, or more that i dont know off.

    Im used to being able to play 32 sounds at the same time mixed through user specified channels.

    And well... my racer needs to be able to play all the other car sounds aswell.

    Otherwise the experience would not be complete.

    Here is my CapX so u can research what im talking about.

    Am i missing something or is there a future build with an audio engine upgrade that im unaware of?

    Please share your thoughts <img src="smileys/smiley4.gif" border="0" align="middle">

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  • Audio support in browsers is a mess. It's not that Scirra hasn't tried, it's that browser makers are taking their time making audio work well. Try it in chrome - that has the best audio support currently, and appmobi export should have multichannel audio as well.

  • Construct 2 supports multichannel audio, so long as the browser does. All you need to do is make sure you use audio tags correctly. If you set the volume/playback rate/any property of audio tag "foo", it affects all sounds playing with that tag. So are you sure you tagged your audio properly?

  • Ah i found the problem!

    So simple that i overlooked it.

    Because i had my own car sound measured to the speed of the car, i simply typed the name of the other car in its own event, but without connecting it to the speed measurement.

    NPCSpeed/300 (wrong)

    NPC.Car.Speed/300 <img src="smileys/smiley32.gif" border="0" align="middle" />

    So its all solved!

    Thanx for putting me in the right position!

    I needed that little push to search a little further.

    <img src="smileys/smiley32.gif" border="0" align="middle" />

    Glad to know that multi channel is not a problem!

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