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Open-world ambience with target_speaker clusters


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Hi,

 

So, I'm currently working on a large outdoor Korriban-based map which has submerged ruins. I have a good windy sound effect I've been using all around outside, to make it more authentic; inside the ruins, there is another kind of ambient sound that plays. I can't make the sound play globally, as it wouldn't make sense whilst exploring inside the ruins, so I have been clustering speakers around the outdoor area.

 

When the map started off, everything was ok, and the sound worked without issue, inside and outside. The actual ruins section's sound works perfectly fine.

Now however, the windy sound effect tapers off at the new, expanded section of terrain I placed, and it does not appear to work past the old section, whether I add 1 target_speaker, or a cluster.  What could be causing this? Do I have too many target_speakers? Or is this something around dividing up the map with system shaders, such as needing to use antiportals, hints etc to divide up the map?

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I just did a bit of reading/searching through old topics, and found people were talking about a maximum number of entities, and a max number in a certain area:

https://jkhub.org/topic/9578-entity-limit-checker/

https://jkhub.org/topic/9330-max-map-entity/

 

As it was, the main area wasn't properly divided up, and there was probably more entities within that large area than was allowed, so I'm going through with structural brushes to divide it up, and an antiportal or two, to see if that resolves the issue. Also I'll use less speakers like you said before. Hopefully that resolves it.

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