[fixed for V0.36] Ambient Sounds On Startup
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- Sophia
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[fixed for V0.36] Ambient Sounds On Startup
An ambient sound that is triggered by the first square in the dungeon doesn't shut off when it should (freezing game, looking into a mirror, etc.), but it then when the sound would restart, it restarts itself anyway-- so now there are two copies of the sound playing.
- George Gilbert
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- George Gilbert
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- Gambit37
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I was a bit wrong, here's clarirfcation of my problem:
I have a looping ambient sound set to level scope that starts playing on the entrance square. It plays quite loudly, I think at the same volume as another sound on the same square -- but the other sound is a localised sound.
The looping ambient sound drops to a lower volume after it has played once.
Seems like it's taking it's initial volume from the volume of the localised sound?
If you want to test this, use the last soundtest dungeon you downloaded but update it to v0.35 -- the problem is there.
Incidentally, the volume levelling of localised ambient sounds is massively improved now. My fountain works perfectly!
I have a looping ambient sound set to level scope that starts playing on the entrance square. It plays quite loudly, I think at the same volume as another sound on the same square -- but the other sound is a localised sound.
The looping ambient sound drops to a lower volume after it has played once.
Seems like it's taking it's initial volume from the volume of the localised sound?
If you want to test this, use the last soundtest dungeon you downloaded but update it to v0.35 -- the problem is there.
Incidentally, the volume levelling of localised ambient sounds is massively improved now. My fountain works perfectly!

- George Gilbert
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