[Done for V0.36] Ambient Sounds should fade in/out

Messages are moved here (should anyone ever want to see them again) once they are no longer applicable to the current version (e.g. suggestions that have been implemented or bugs that have been fixed).

Moderator: George Gilbert

Forum rules
Please read the Forum rules and policies before posting. You may Image to help finance the hosting costs of this forum.
Post Reply
User avatar
L!ghthouse
Craftsman
Posts: 106
Joined: Mon Nov 10, 2003 9:43 pm
Location: Budapest, Hungary

[Done for V0.36] Ambient Sounds should fade in/out

Post by L!ghthouse »

From what I have been able to test I am assuming that ambient sounds will cut out instantly when you change levels. It would be nice to have the ability to have sounds fade in/out when you change levels so that the sound change is not quite as abrupt.

I suggest a new check box in New Sound under "Loop" that is called "Fade" with a counter (for example: Fade=6 for a 6 second fade in/out).

Or the ultimate, "Fade In" AND "Fade Out" boxes each with it's own fade counter!
User avatar
George Gilbert
Dungeon Master
Posts: 3022
Joined: Mon Sep 25, 2000 11:04 am
Location: London, England
Contact:

Post by George Gilbert »

The fading of ambient sounds with a level scope has already been done for V0.36 (although it's not configurable).

BTW - the reason why it isn't configurable, is because of timing issues with the frame rate (basically, the fade has to be done faster than the 1/6th second timer that RTC runs at otherwise it sounds silly) and so it's quite tricky to control without impacting the frame rate too much.

For V0.36, the sound fades at a rate of about 1% per frame (so typically it'll take about 2 seconds to completely fade in or out), but even that is only a rough estimate!
Post Reply