How can I get the sound level?

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  • Hi. So, I want to know if there is any way for me to get the sound level. I don't mean the volume, but how loud it is. I might be being a bit confusing, so I'll give an example. Let's say that there's a song playing in the background of the game, and every object in the level is changing it's scale to match how loud the music is, and the music is very rhythmic, so it would kind of be pulsing. Would there be any way to do that? I still don't know if I'm making much sense, but I can't really think of any way to explain it further.

  • Not in CF to my knowledge. As a musician I'm well aware of the side chain effect you're after. Kick hits lowers the sounds of some instruments. This works nice in most DAW's (Digital Audio Workstations). However I'm afraid that CF can't go fast enough to do what you're asking for. Standard audio frequency is 44.1 kHz called samples. A 100th second is 441 samples. And since to my knowledge there is no high resolution timers in CF, then this won't cut it. Add to that: The volume is only adjustable in 100 steps. DAW's measure volume in 32 bit floating values. In other words: It would plain and simply sound crappy as hell at the very best:

    What would happen if you adjust the volume once every 441 samples, or "always" as the event is called? You would create a jagged volume line. Instead of a linear volume line produced in any daw. The result is a gross representation of volume adjustments that simply put would sound utterly bad.

    Your best option is to actually get the music composed with side chaining included since this will sound better in the long run, and will also make your game feel more polished. There are side chain plugins in VST format. Sadly CF lacks support for them.

    This video will show you some of what's going on when you're aliasing the volume control:
    Please login to see this link.

    Take a look at Please login to see this link. and Please login to see this link..

  • No, that's not quite what I want. I don't want to do anything with changing the volume of audio. I would attach a recording to show what I mean, but apparently I can't attach .mp4s for some reason. So, imagine that there is a circle in the middle of the screen. A single loud drum beat plays, and the circle instantly grows much larger, but as the drum beat is fading away, it grows smaller to match how loud the fading drum sound is. That's basically what I want to do, except with a more complex volume range and to have the circle always match to how loud the song is. Also, it would be more than just a circle, but hopefully you get the point.

  • So upload it to Youtube then and set it to be unlisted. :)

    This is quite hard as well. Not to enlarge the circle. That's the easy part. What you need to get is the tempo of the song. Please login to see this link.. This is the knowledge DJ's are using to get the beats per minutes so they can mix properly.

    There is also Please login to see this link. that calculates the bpm to ms for you. Since CF uses 100ths of a second, then just multiply the number you get with 0.1.

    Take a look at Please login to see this link. and Please login to see this link..

  • Sorry for taking so long to reply. I've been busy, though I realized that there's a way easier way of explaining this. Well, I don't really have to explain it at all. What I want is the amplitude.

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