[Request] Multiple Tags for Audio

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  • This may already be built in but I wanted to know if there was a way to add multiple audio tags to one audio file. That way you can trigger events for for different scenarios that audio file may fall into. Or maybe my taxonomy of off in the audio tag line I was thinking it would be:


    If this doesn't exist I wanted to request that it be added in the future. This could be solved two ways - multiple tags OR allow for audio families.

  • +1 for Audio Families, and a preview of the sound when selecting from the UI would a super added bonus. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I thought about this yesterday and never thought of the concept of" Audio Families" which sounds perfect! +1

  • An interesting idea. The taxonomoy would have to use "," not "&" sumbols as that is used for string concatenation.

    However is there a practical use example. I can't think of one.

  • +1

    jayderyu: Sound effects with echo effect in cave areas, randomized playback rate, and volume set in an option menu. Kinda need multiple tags to do anything like that!

  • Another practical example would be the "underwater" low-pass effect to play over multiple sounds/music :P

  • I've already done stuff like that with a single tag.


    I've already done that with low-pass without require multi tags.

    I'm not voting against the idea. I'm just asking of a practicle use where having it allows something that can't be currently done.

  • Just...use your imagination? Multiple tags allows you to combine and group sounds in whatever way you want for full control over playback rate, effects, and the like. One tag is very limiting if you really want to take advantage of all the audio object offers.

  • jayderyu

    Hmm. I know it could be done without "Multitags" if I were to repeat event's multiple times to give multiple effects to each Tag, but that's severely impractical.

    Let me explain my elaborate situation:

    Some tags are generated in a way to enable them to be stopped if the sound is coming from a specific Sprite, making a tag like ("Rawr"&Sprite.UID), so that if I want that specific Rawr to stop that is from that specific Sprite, I can do "Stop sound" ("Rawr"&Sprite.UID)

    Now that would mean there would exist several Tags like "Rawr23", "Rawr56" ectect. Now say the Rawr sound (which lets say is a 5 second sound) is playing whilst the player is underwater. The sound would get created and we would apply the low-pass filter to mimic the underwater audio effect. Now say the player goes above water DURING the rawr sound effect (3 seconds into the sound), I would now need to change the low-pass parameter so that it no longer sounds underwater for every sound it affected, so now I'd end up running a few loops to remove filters from every possible situation even if the sprite is not playing a Rawr (ForEach Sprite, Set effect parameter for "Rawr"&Sprite.UID). This (I think) seems realllllllly inefficient, especially if one had multiple different sound effects other than "Rawr" that come from multiple sprites, ectect.

    However, having Families, (still not entirely sure how audio families would exactly work in my mind but), when creating the "Rawr"&Sprite.UID, I could ("Add to family ("Underwater")), which will now render that tag to be affected by some separate events for that family, so that I have only 1 or 2 events to detect if the player is underwater or not, and just do "Set Audio Family Effect Parameter" literally ONCE for each event. This would apply to all sounds/music, and literally lessens the events to 1 or 2.

    Extremely elaborate and probably confusing, I apoligise. :P

  • this was a response to Madfactor, not the most previous

    I get all that. I've added echo hallways, muffeled sound, distance audio effects. All using a single tag.

    Maybe there is a missunderstanding to audio effects?

    Every tag can have multiple effects applied to it. After that it's just about turning the effect to tag value up and down.

    I have in The Blue Code. Where the player walk into the castle. While the player is walking there is the castle echo on the foot steps. per step over 10 different foot step audio files. When the player walks on the carpet the entire step&echo then become muted. Now the player walks with the audio play of random step, echo, muffled. When they walk off the muffled is 0 effect out and then its just echo on stone again. When they walk on the wooden panel we use a modified muffle to do a wood like muffle. while still having the castle echo. then when the player changes rooms to a smaller room we reduce the echo effect. when the player changes room effects again we increase the echo effect to represent the scale.

    not only did we do that with the foot steps. We did with randomplay back audios for contrstruction sounds, kitchen sounds all at variety of effects.

    as for the music in The blue Code castle. We have 3 volume levels and 3 different echo/reverb levels. In the kitchen the farthest from the throne. The reverb is minimal and quitest and lot's of muffle, in the hall it's medium reverb with medium volume and some muffle, then when in the throne room the muffle is off. This results in an awesome effect that when not in the Throne room you can't hear all the lower base instruments. But when you finally get to the throne room you hear them all and it's such a form of building excitement.

    So I had different effects going.

    I will admit however Family audio tags may make life easier. But by no means have i been limited by the current design. The hardest part working with the audio is that adding an effect to an aduio is poorly named. Actually it's not. Every time an effect is added to an audio tag it's added and referenced by a 0 index. So adding more than one effect left it harder to track. So we pre-added all our effects during the loader and splash screens. Then we knew the order of addition and were able to track them.

    it would have been easier to add an effect by name and reference by name. That's what I really want.

    So while i'm saying it's not interesting and certainly not saying 'no'. I just don't see a practicle use where having it stops me from doing what i want.

    Anyways. I am making an advanced audio tool to handle family effects and such. In doing so I researched the WebAdudio. And what your asking can't really be done by simple means. It's why I haven't released in any form my audio manager tool. So because it's not that easy I don't see why Ashley would do the work for you that you can already do on your own. Just take the effort step and build an effect manager.

  • Jase00

    I see. I get what you mean. There are some points I want to make out though.

    1. it's very unlikely you will ever do this en-mass where shifting an audio node from one effect environment to another. Even if it were this can be accomplished by using

    isAudioNode in environment effect sprite

    once while true

    -- turn on/add effect

    isAudioNode not in environmetn effect sprite

    once while true

    • turn off effect

    2. Unfortunatly WebAudio doesn't work so easily :(.Either Ashley has to do a more advanced effect manager or we do an advanced effect manager. but right now as it is now. Every thing can already be done.

    But I do get what you mean and I can see families making it easier.

    Anyways. I did take the problem with effects into my own hands and have been building an effect manager. Though i have been contemplating writing my own Audio Plugin entirely based around Audio Nodes and Effect Zones objects. The hiccup is that I don't want to deal with having to deal with the various devices that reqiures so many fine tuning. So currently it's just a CAPX.

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  • Well, the good thing is at least, is that there ARE workarounds :P I'm not too fussed but if AudioFamilies is a simple thing to be implemented, then huzzah!

  • Yes to clarify there is nothing I cannot currently accomplish with the current audio setup. However there is lots of redundancy and extra code that could easily be eliminated with audio families.

  • This was not yet implemented? hahaha

    If not: too bad :'(

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