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Master Volume, Channel Volume, Sound Volume
[This is really not specifically bound to the IPhone exporter since it happens generally with MMF]
Say that you set the master volume to 70, then the volumes from channels 1 to 31 to 70 and finally, volume for channel 32 to 50. Now, if you play a sound on channel 32 MMF respects the volume set for that channel and the master volume.
However:
1) If you play a sound and let MMF choose the channel, then the MMF runtime only takes into account the master volume, disregarding whatever volume you set for the channels, and
2) If you play a sound in a channel, say channel 1 (in my example set to 70), and set in the same group of actions the volume of that sound to, say, 100, it overrides the sound level set on the channel.
I can live with "2", just by normalizing the level of all sounds with an external editor, like Audacity or else. But "1" forces me to manually set the channel for every sound play, instead of letting the MMF runtime pick it for me.
My question is, can the behavior of MMF for "1" be modified so that MMF respects the max volume set for each channel?
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Re: Master Volume, Channel Volume, Sound Volume
Please post only iphone related topicsz in this forum...
About the iPhone implementation : the sound player work with channels. The volume is set for the channels, and I see no other way of making it work..
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Re: Master Volume, Channel Volume, Sound Volume
1) We won't change this. In the best case we could add an option, but I don't see that to happen soon, too much work.
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Re: Master Volume, Channel Volume, Sound Volume
"Please post only iphone related topicsz in this forum..."
Ok, my bad. Won't happen again.
"About the iPhone implementation : the sound player work with channels. The volume is set for the channels, and I see no other way of making it work.."
Of course it works with channels. I just thought that when MMF is just about to play a sound where the dev hasn't specify a channel, the runtime:
1) Choose a channel to play the sound,
2) Assess the volume set for that channel,
3) Plays the sound in that channel with its volume set to the result of: <volume of sound> * <volume of channel> / 10000 (and I guess the master volume is being taking care automatically).
"1) We won't change this. In the best case we could add an option, ..., too much work."
Ok, IŽll manually assign each sound to a specific channel to get full control of the volume.
"but I don't see that to happen soon"
For that eventual moment in the future :) ...
... if you are internally treating each sound as an object (I mean, not in a "play and forget" way), then that object could have as fields:
a) the channel assigned (either by the dev or by the MMF runtime),
b) its raw volume (the one set for that type of sound), and
c) its current volume (the one from which is playing now that results from the equation above, and if you want, also taking into account the master volume).
This way the current volume (being played for the first time or modified) is relative to the master volume, the channel volume, and the sound volume.
Thanks guys anyway, and I cannot wait to get beta 7 :)
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Re: Master Volume, Channel Volume, Sound Volume
Found a bug: volume levels for channels are only respected for sounds already being played. I mean, if you play a sound in channel X and later change the volume of channel X, if the sound is still being played, its volume is adjusted accordingly.
Now, if you play a new sound on channel X, the volume assigned to the channel is not taken into account to play the new sound.
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Re: Master Volume, Channel Volume, Sound Volume
I think I corrected it. Set volume channel only stored the new volume of the channel if a sound was playing on that channel.
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Re: Master Volume, Channel Volume, Sound Volume
As soon as beta 7 gets release I will test it :)
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Re: Master Volume, Channel Volume, Sound Volume
Not fixed :(
Plus, sounds play really slowly. Is anything in beta 7 messing with the speed that sounds should play?
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Re: Master Volume, Channel Volume, Sound Volume
Can you send me an example showing the set channel volume problem?
For the speed of the sounds, I'll see that with Yves
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Re: Master Volume, Channel Volume, Sound Volume
> Can you send me an example showing the set channel volume problem?
Sure. As soon as I get back home, IŽll upload the example file.
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2 Attachment(s)
Re: Master Volume, Channel Volume, Sound Volume
Sorry for the delay.
Hereuder you will find the example project.
Frame 1: it sets initial volume values (both, master and channel 32 ones),
Frame 2: starts playing a sound within an infinite loop on channel 32 (and "Play Sound Over Frames" ticked),
Frame 3: changes both, master and channel 32 volume values while playing the sound stemmed from the previous frame.
Frame 4: stops channel 32, and plays the same sound on that channel. You will notice that it overrides the volume level set for channel 32.
Hope it helps :)
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Re: Master Volume, Channel Volume, Sound Volume
Ok, this is corrected. But to be honest, I think that the c++ runtime is not working right : when you set the volume of a sample (not a channel), it should not change the volume of the channel the sound is playing on, it should (as I did before) just change the volume of the sample.
But I changed it to be compatible.
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Re: Master Volume, Channel Volume, Sound Volume
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Re: Master Volume, Channel Volume, Sound Volume
The C++ runtime has no volume information for the sounds, the volume information is stored in the channels. This is a design issue that is unfortunately difficult to change in the current version.
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Re: Master Volume, Channel Volume, Sound Volume
Read my post of 12/12 when it says "For that eventual moment in the future ..." maybe it can help for future versions of MMF's C++ runtime :)