When using a cloned "FLOORITEM_SOUND_LOCALISED", using an OBJECT_ACTIVATE action to trigger it (whether single or multiple times) the sound remains playing at its current volume, when the party moves away from the sound object.
The bug is random in nature, it doesn't always happen.
My suggested fix would be to update ALL playing sound volumes & panning whenever the party moves/turns (including the same object producing multiple sounds)... I know that this may not be the most memory effective way of doing it, but from what I can tell, it'd be the most effective.
Thanx in advance.
Sound Errors
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- Lord_BoNes
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Sound Errors
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Re: Sound Errors
There are actually a lot of other issues with SOUND_LOCALISED:
1) Multiple copies of the same sound placed close together (for example all over a flowing river) will cause extreme volume changes and/or total sound cut-outs.
2) A sound placed directly on or behind a door tile have their volume lowered much too much; especially weird if the door is a portcullis and not solid!
3) There's no way of specifying a radius for where you want a sound to be heard -- so you have to do this in pre-production by setting the volume level of the sound file. This can cause problems with #2 above.
1) Multiple copies of the same sound placed close together (for example all over a flowing river) will cause extreme volume changes and/or total sound cut-outs.
2) A sound placed directly on or behind a door tile have their volume lowered much too much; especially weird if the door is a portcullis and not solid!
3) There's no way of specifying a radius for where you want a sound to be heard -- so you have to do this in pre-production by setting the volume level of the sound file. This can cause problems with #2 above.