Collision Sounds not working


#1

I’ve assigned a proper Mono 48000 .wav to a collision sound on a Cube Entity…

But it doesn’t play the sound on Collision. I know it is colliding because when I hold it and ram it into something it begins to spin as if it has physics involved.

I’ve also tried using atp with sporadic results.

Thoughts?


#2

If you post some code and the file I could take a look later


#3

There is no code, I’m just using the Collision sound URL. The sound file is:


#4

Oh, my bad, fair enough.
Sound doesn’t appear to be downloaded, checking the link in browser blocks me with 403 error. Are you using a htaccess file?


#5

Yes. I made the file in Audacity it works sometimes on collision, but not fast enough, or consistent enough to use as “collision cue” for people in this use case.


#6

Here is what I get when I try to load it:

[06/01 09:32:17] [DEBUG] Requesting sound at "http://metaversecafe.com/HighFidelity/WORKLIST/audio/hitkey.wav"
[06/01 09:32:17] [DEBUG] Starting request for: http://metaversecafe.com/HighFidelity/WORKLIST/audio/hitkey.wav
[06/01 09:32:18] [DEBUG] Error loading  QUrl("http://metaversecafe.com/HighFidelity/WORKLIST/audio/hitkey.wav")
[06/01 09:32:18] [DEBUG] Failed to load: http://metaversecafe.com/HighFidelity/WORKLIST/audio/hitkey.wav

Try to just paste the URL in my browser and I just get a Forbidden access.


#7

So under consideration of the .htaccess file that prevents direct access… can we explain why my first attempts using ATP also resulted the same? Let me drop the .wav into the images folder.

[06/01 14:26:53] [DEBUG] script:print()<< runActiveKeyTap: success
[06/01 14:26:53] [DEBUG] script:print()<< runActiveKeyTap: success
[06/01 14:26:53] [DEBUG] script:print()<< runActiveKeyTap: success
[06/01 14:26:53] [DEBUG] script:print()<< runActiveKeyTap: success
[06/01 14:26:53] [DEBUG] script:print()<< runActiveKeyTap: success
[06/01 14:26:53] [WARNING] Invalid shader URL:  QUrl("")
[06/01 14:26:55] [WARNING] Invalid shader URL:  QUrl("")
[06/01 14:26:56] [WARNING] Invalid shader URL:  QUrl("")
[06/01 14:26:56] [DEBUG] script:print()<< runActiveKeyTap: success
[06/01 14:26:56] [DEBUG] script:print()<< runActiveKeyTap: success
[06/01 14:26:56] [DEBUG] script:print()<< runActiveKeyTap: success
[06/01 14:26:57] [DEBUG] Requesting sound at "ah yes sees u im visible to everone"
[06/01 14:26:57] [DEBUG] Starting request for: ah yes sees u im visible to everone
[06/01 14:26:57] [DEBUG] Error loading  QUrl("ah yes sees u im visible to everone")
[06/01 14:26:57] [DEBUG] Failed to load: ah yes sees u im visible to everone

Programmatically, it is working via atp now. I think I just need to make it MUCH louder. And depending on the speed a user can “type” with the wands (key drummer) the sounds may or may not be able to sync due to latency.

I’ll keep going. Thanks for looking into it.


#8

Volume was the problem, however as mentioned depending on speed, each ((key down)) event might not synchronize.


#9

Currently, collision sounds are modulated based on the relative velocity change of the collision.
We should probably expose that so users can set their own rules.


#10

Nice, though a two point ramp would be a nice extension: min-volume at DV=0, max-volume at DV>n