[Done for V0.38] Sound decrement

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Lunever
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[Done for V0.38] Sound decrement

Post by Lunever »

Since I have to use every advantage I can get when playing high level, today I tried boxes and headphones to get a better indication what monsters are coming from what direction, and once more I noticed an issue that I think I mentioned way back: Often accustically monsters seem to be right beside you while in truth they are in an entirely separate part of the dungeon. Solution: Please let walls have a much stronger muffling effect on monster sounds.
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beowuuf
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Post by beowuuf »

I agree, playing SS (in headphones) I noticed that the monster footsteps that were ambient were just slightly too loud comapred to the monster footsteps of a real critter,it was hard to tell the difference between a generally alive level and something soon to get you
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George Gilbert
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Post by George Gilbert »

OK, I'll take a look at this. The engine already takes into account walls (i.e. it doesn't just calculate the distance from the monster to the party and use that), but I've probably made a mistake somewhere!
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Gambit37
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Post by Gambit37 »

I haven't looked at this, but based on what Beo said, it seems that Sophia is using an ambient sound object to simulate critters. Is that the case?

If so, GG doesn't and shouldn't need to do anything -- just lower the volume of your sound files.
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Sophia
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Post by Sophia »

Nope! All critter noises are caused by the pitter-patter, scuffling, and such things of not-so-little-feet! (And tentacles, and, eh, you get it...)
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beowuuf
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Post by beowuuf »

I assumed this was coming fromthe 'footsteps' preperty of RTC not anything sophia did
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George Gilbert
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Post by George Gilbert »

George Gilbert wrote:OK, I'll take a look at this. The engine already takes into account walls (i.e. it doesn't just calculate the distance from the monster to the party and use that), but I've probably made a mistake somewhere!
I did (it only took into account walls right next to the party, not any walls inbetween the noise and the party) - now fixed for V0.38
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Lunever
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Post by Lunever »

So walls won't block sound completely, but strongly reduce the volume of noises right, like well let' say 3 solid doors each or something like that, right?
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George Gilbert
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Post by George Gilbert »

Yep.
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