Original solutions
I used several particle emitters for effect and zones to manage sounds. The most original solution has to do with the center fountain. The fountain emitter looked great until I checked out the basement where the particles continued from the main floor through the basement. Attempts to get the emitter to not extend through the floor produced an unacceptable fountain above. I elected to to use the anomaly and adjust the model for a leaking floor. First I duplicated the basement below the rotunda and objects visible down the 4 approach hallways. I rotated the objects 180 degrees and stuck them to the floor. I deleted my center square and used a transparent object with a water texture to create the illusion of a standing water and added a water drop particle emitter. As everything in the room had a mirror object below the overall effect was that of the room mirrored in the water.
Because of the cell limitation for ambient sounds extends well beyond the build. I restricted the water sounds where water was pumped out of the basement using a zone, the rotunda/w leak to uses a circular zone and a long rectangle zone surrounding the water pump as well as the fire sounds in the boiler room. Maintaining continuity of sound allowed those rooms in the house where noise would be at not be heard to coexist with those which had ambient sound.
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