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[Done for V0.38] Sound decrement

Posted: Tue Apr 18, 2006 11:31 pm
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.

Posted: Wed Apr 19, 2006 12:43 am
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

Posted: Wed Apr 19, 2006 3:29 pm
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!

Posted: Wed Apr 19, 2006 9:37 pm
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.

Posted: Wed Apr 19, 2006 9:49 pm
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...)

Posted: Wed Apr 19, 2006 9:51 pm
by beowuuf
I assumed this was coming fromthe 'footsteps' preperty of RTC not anything sophia did

Posted: Mon Apr 24, 2006 3:52 pm
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

Posted: Mon Apr 24, 2006 4:09 pm
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?

Posted: Mon Apr 24, 2006 4:20 pm
by George Gilbert
Yep.