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Old 20-11-14, 18:35   #1
tomb2player
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Default Sounds don't follow animating objects

Hi, I have question. I made object on ANIMATING1 slot which is changing it's position ( moving away from it's start position couple of sectors after being triggered ). And the problem is that sound which is assigned to one of frames don't move after this object. It just stays on the start position ( on the sector which object was placed in NGLE ). Is it normal that sounds don't follow meshes in moveable slots? If yes, is there any way to make it work? For example, with enemies everything is working, sounds are sticked to them and move with their meshes, but not in ANIMATING1 ( didn't tried other slots, but i guess it's all the same except baddies... )
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Old 20-11-14, 18:58   #2
Joey79100
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How did you make it move?
The sounds will not follow the meshes but the position of the object. So if, in your animation, it isn't at the center of the grid (in WadMerger) the sound will be anyway to the centernof the grid of the animation.
If you moved it with an Action trigger or something else then I don't know.
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Old 20-11-14, 21:48   #3
tomb2player
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I moved it using option " move " in Wad Merger Animation Editor - it is possible to move whole object - all meshes in particular animation. But as you said, position of the object with sound remains to the center of the Animation Editor grid.
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Old 18-03-15, 23:29   #4
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I noticed, that there is only one exception for above rule: Sound sample of fire_strip ( not normal fire, only fire_strip! ) So this sound is following meshes, don't remain in the centre of the whole object, like all others. I think it is hardcoded... but maybe there is some solution to this?
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