Open MagLjudik opened 3 days ago
This occurs outside of Lood City Park as well. I believe I can describe this issue more precisely as follows:
Whenever a cutscene has finished playing (or it is skipped), the audio listener moves to the origin of the current environment (0,0,0), causing 3D sound effects to be quiet or inaudible. This is fixed when the player leaves the area.
In the case of LCP, the origin is the center of the stage where you fight Bates, which is why you can hear the SFX there.
I'm currently having difficulty replicating this in the editor, but I hope to have this addressed in an upcoming build.
Weird SFX volumes in Lood City Park
After you Defeat Bates, the SFX in LCP are weirdly adjusted from quiet on edges to loud in the center of the stage. This occurs even before battling Bates or upon re-entering the location, but with significantly less difference in volume.
This does not affect normal gameplay.
For demo, See T0149 in Dropbox