DarkPlacesEngine / DarkPlaces

The DarkPlaces Quake engine, created by LadyHavoc. Official Git repository (replaces SVN).
https://icculus.org/twilight/darkplaces/
GNU General Public License v2.0
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Sounds under water should be muffled #141

Closed hemebond closed 7 months ago

hemebond commented 8 months ago

Any sounds originating under water should be muffled to everyone who hears it, even if they're not also under water. Currently, for example, rocket explosions sound the same--have the same volume and clarity--whether they explode in the air or under water.

Baker7 commented 8 months ago

Does fteqw have an option to do this? Just asking.

hemebond commented 8 months ago

FTEQW doesn't have any under-water acoustics active by default; neither when the player is under-water, nor when a sound source originates under-water. I don't see any setting related to it either. I'm assuming it's up to mods to implement via QuakeC.

hemebond commented 7 months ago

This was resolved with PR #140