User Tag List

Results 1 to 4 of 4

Thread: Sounds don't overlay but block each other out

  1. #1
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)
    CG_action's Avatar
    Join Date
    Sep 2014
    Location
    Minsk
    Posts
    109
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Sounds don't overlay but block each other out

    Hello

    I've separated sfx and music into two channels, so one can adjust sfx and music level independently. Channel with music is fine but I have encountered problems with sfx channel. Every sound that plays in that channel cancels out everything else that is played at the moment. For example, if I jump when somebody shoots, sound of shooting is interrupted and jump sound is the only thing in the channel until it plays completely or gets interrupted by something else like another shot. How do I fix it?

    Thanks

  2. #2
    Clicker Fusion 2.5 Developer
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)
    J3sseM's Avatar
    Join Date
    Feb 2013
    Location
    Finland
    Posts
    868
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Are you trying to play multiple samples in the same channel? That wouldn't work.
    You will need to use different channels if you're playing different sounds at once.

  3. #3
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleInstall Creator Pro

    Join Date
    Dec 2010
    Location
    United Kingdom
    Posts
    960
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Fusion has up to 32 channels for samples. Providing your samples are internal, you can use the "Set Sample Volume" instead for each sound effect, and use "Play Sample" for Fusion to play to an available channel for you.

    If your samples are external or you would like full control over channels (ie. stop/pausing channels), then you could use this approach:

    First, decide which channels you'd like to reserve for SFX (ie. 2 → 16) and use a global value (ie. Global Value A) to keep track of the "use this one next" value, starting initially with first in range (ie. 2). When a sample is played, play to channel Global Value A, add 1 to Global Value A. Global (or local) events can keep track of this number and "loop" it back to the start (2) once the number exceeds the specified range (16).

    This way, you can set the channel volume to the range (as opposed to many individual samples) and you still retain control if you wanted to pause the channels (useful for pausing the game).

    One potential downside is that this might not be too effective if you have many sounds playing in one event, since it could potentially move outside the range (17, 18, etc)

  4. #4
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)
    CG_action's Avatar
    Join Date
    Sep 2014
    Location
    Minsk
    Posts
    109
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Thank you for the help

Similar Threads

  1. Pushing Block against Block
    By touptit47 in forum File Archive
    Replies: 4
    Last Post: 9th September 2009, 01:36 AM
  2. Pushing Block against Block
    By touptit47 in forum Articles
    Replies: 2
    Last Post: 3rd September 2009, 12:34 AM
  3. Sounds sounds sound
    By Corlen in forum Multimedia Fusion 2 - Technical Support
    Replies: 1
    Last Post: 20th November 2007, 08:26 AM
  4. can't find overlay redux (Overlay.mfx)
    By Skeets in forum Multimedia Fusion 2 - Technical Support
    Replies: 1
    Last Post: 29th August 2007, 01:47 AM
  5. Coller un overlay sur un overlay
    By Surmulot in forum Multimedia Fusion 2 - Technical Support
    Replies: 1
    Last Post: 26th January 2007, 03:37 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •