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Re: ent_playsound volume range [Re: jcl] #388190
11/29/11 15:38
11/29/11 15:38
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Update: I can not confirm anything too quiet with the sounds - if you set the range accordingly, sounds are loud within the whole level. Only with a very small range you get the problem that you describe. We'll add however a separate range parameter to the DSound and OAL functions.

Re: ent_playsound volume range [Re: jcl] #388196
11/29/11 16:09
11/29/11 16:09
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
That's nice, thanks. I was not clear, though, I don't think there's a bug with 3d sounds, but I somehow dislike the limitation of a linear fade out (theoretically and physically that is how it's supposed to be, I know). Example:
One month ago I have created a tank game for my father. When an enemy tank fires and you are close, the sound is fine, but when the distance increases the sound simply feels too quiet and powerless (even though the linear fade may be theoretically correct). Increasing the sound range (a lot) has some unwanted consequences.
The same goes for the poor soldiers, I want(ed) them to scream really loud when they die and explode and are somewhat close, but it does not feel right (again way too quiet).

That's why I would like to be able f.i. to play the sound on 100% volume below a distance of 1/4 (or 1/2) range and fade out above.
I guess cosinus (transformed to interval [0,range]) could work fine as an alternative blend function, too:



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