Open xezon opened 1 year ago
AudioEvent FrequencyJammerWeaponLoop
Control = loop random
Sounds = vfrelo2a vfrelo2b vfrelo2c vfrelo2d
Attack = vfrelo1a
VolumeShift= -15
Volume = 90
MinRange = 100
MaxRange = 600
Limit = 2
Priority= high
Type = world shrouded everyone
End
Attack
sound is responsible for this. But attack sound is as designed. MinRange
and MaxRange
in theory should help to decrease the cut off on exit and enter of the Audio Event, but it appears it does not dial down the volume enough. So there is always an audible cut off. This happens on all looping Audio Events.
Adding MinVolume = 0
or MinVolume = 10
does nothing either.
Adding Control = loop random all
does nothing either.
All available options are:
AudioEvent
Filename
Volume
VolumeShift
MinVolume
PitchShift
Delay
Limit
LoopCount
Priority
Type
Control
Sounds
SoundsNight
SoundsEvening
SoundsMorning
Attack
Decay
MinRange
MaxRange
LowPassCutoff
I think this boils down to Game code feature requirements.
MinVolume
needs to work for MaxRange
. Not clear to me what MinValue
does currently.
Audio Manager should not play Attack
and Decay
sounds when creating/destroying sound near MaxRange
. It should play Sounds
straight away.
Audio Manager should not play Attack
and Decay
sounds when restarting loop sound while source of loop has not just initiated the loop.
With these 2 code changes, audio loops should become pleasant.
China ECM Tank attack sound is replayed when camera reenters audio range.
https://user-images.githubusercontent.com/4720891/213011229-017153a8-8b6c-4e81-b9d7-5cb0763af001.mp4