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Re: Scripts 4.3 RC5 is now available [message #492009 is a reply to message #492006] |
Thu, 16 February 2017 11:33 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
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Yeah the sound stuff is really nice. Spent a lot of time (too much probably but its worth it) going through all the code of the audio stuff and figuring out why the volume level stuff was so messed up. I think I got almost everything perfect on it given the limitations of the audio engine. It was really messed up before I started working on it starting a few updates back. Same for the huge soldiergameobj improvements that were part of rc3/rc4.
[Updated on: Thu, 16 February 2017 11:37] Report message to a moderator
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Re: Scripts 4.3 RC5 is now available [message #492011 is a reply to message #492009] |
Fri, 17 February 2017 05:16 |
XD_ERROR_XD
Messages: 37 Registered: June 2015 Location: Citadel Station
Karma: 2
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Recruit |
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dblaney1 wrote on Thu, 16 February 2017 11:33 | Yeah the sound stuff is really nice. Spent a lot of time (too much probably but its worth it) going through all the code of the audio stuff and figuring out why the volume level stuff was so messed up. I think I got almost everything perfect on it given the limitations of the audio engine. It was really messed up before I started working on it starting a few updates back. Same for the huge soldiergameobj improvements that were part of rc3/rc4.
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Could you tell me what was wrong with the weapon sounds and others? I don't recall such an issue currently, or i'm misreading the "popping and clicking" aprt.
Professional moron. Nice to meet ya.
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Re: Scripts 4.3 RC5 is now available [message #492014 is a reply to message #492006] |
Fri, 17 February 2017 11:08 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
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Commander |
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No, it had to do with 3d sounds. If you were near the dropoff range of the weapon you could hear the sound play full volume for a split second everytime the weapons fired. (less noticeable if you have a really high framerate) The last update fixed a lot of other stuff regarding the sounds so this was just one last minor fix. Compare it to 4.2 and you'll notice a much larger difference. I'll try to make a comparison video at some point. It was really noticeable with sounds like the harvester engine sound when it would drive towards you, you would hear it at max volume until it hit the dropoff range.This was because it was only running the volume calculations inside the dropoff range but the culling system for sounds was using boxes. Keep in mind that this issue was fixed in 4.3 rc3 so you would have to test a version older than that or use 4.2 to see the glitch I am talking about. Its really noticeable on the obelisk charge sound as well. You would hear it full volume from real far away and then when you got closer it would suddenly get really quite which is when you entered the dropoff range. The red spot is where the full volume glitch would occur.
[Updated on: Sun, 19 February 2017 10:26] Report message to a moderator
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Re: Scripts 4.3 RC5 is now available [message #492015 is a reply to message #492014] |
Fri, 17 February 2017 15:45 |
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Gen_Blacky
Messages: 3250 Registered: September 2006
Karma: 1
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General (3 Stars) |
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Nice Updates.
dblaney1 wrote on Fri, 17 February 2017 11:08 | No, it had to do with 3d sounds. If you were near the dropoff range of the weapon you could hear the sound play full volume for a split second everytime the weapons fired. (less noticeable if you have a really high framerate) The last update fixed a lot of other stuff regarding the sounds so this was just one last minor fix. Compare it to 4.2 and you'll notice a much larger difference. I'll try to make a comparison video at some point. It was really noticeable with sounds like the harvester engine sound when it would drive towards you, you would hear it at max volume until it hit the dropoff range.This was because it was only running the volume calculations inside the dropoff range but the culling system for sounds was using boxes. Keep in mind that this issue was fixed in 4.3 rc3 so you would have to test a version older than that or use 4.2 to see the glitch I am talking about. Its really noticeable on the obelisk charge sound as well. You would hear it full volume from real far away and then when you got closer it would suddenly get really quite which is when you entered the dropoff range. The red spot is where the full volume glitch would occur.
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I have noticed this a lot. I really noticed it when adding like the PT terminal bing sound for every PT. I spent a lot of time trying to manipulate the dropoff range.
[Updated on: Fri, 17 February 2017 15:47] Report message to a moderator
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