Open YurgenSchn opened 2 years ago
This was an issue with DynSFX as well... One theoretical solution would be to smoothly transition values (an approximation trick - definitely not a solution for ultra-high-fidelity-mode), and clamp effects based on minimum activation thresholds - or dampen their effect based on how close they are to such a threshold ← this is far more realistic than the first idea, but may be more difficult to calibrate.
My hacky and temporary fix for DynSFX was to alternate ray casting positions to improve geometrical understanding. But that's a hacky solution and definitely does not work for this mod, as the geometry is already understood in far greater depth here in this mod.
I have noticed this in my debugging attempts as well:
^ a lot of reverb | very little reverb v
This would probably be fixed by #46, but I'm unsure.
This is potentially simply a problem with the way we're doing raycasting. In the future, there might be a solution for this, however...
While walking around in the overworld, near slopes, walls and small holes/depressions, you can hear short reverbs. They are not that loud, but feel uncanny. You can also hear longer reverbs from sounds produced high above ground.
Edit: reverbs high above ground can get really loud without air/humidity absorption
To Reproduce
Expected behavior I'd expect to hear quieter, if not no reverbs in open spaces.
My Machine