Underwater soundscape transition bug?

Discussion in 'Mapping Questions & Discussion' started by Terr, Aug 22, 2009.

  1. Terr

    aa Terr Cranky Coder

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    It seems there is a bug in soundscapes underwater. Here's the example set-up:

    You have two areas, separated by a long underwater tunnel. Each area has a loud and distinct soundscape. However, soundscapes (or at least soundscape proxies) have no effect when you see them underwater. It's as if line-of-sight tests fail.

    Because of this, going from one area to another there is a jarring sound transition at the surface of the water, as you leave it. Depending on which direction you're going, the middle of the tunnel could sound like area A or area B. (You can test it with the soundscape_debug cvar.)

    Is this just my machine? If not, has anybody managed a workaround that didn't involve forcing the player to surface early?
     
  2. Vigilante212

    Vigilante212 L7: Fancy Member

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    you can use a trigger_soundscape(i think) to trigger the underwater soundscapes
     
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  3. Terr

    aa Terr Cranky Coder

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    Thanks, that fixed it.

    For people using the forum search in the future:

    I was able to "push out" the loud soundscape I wanted to leave by forcing the player to swim through a trigger_soundscape, which activated an env_soundscape_triggerable, which in turn had duplicated settings for a "real" soundscape. (Why there isn't a triggerable proxy, I don't know.)

    Swimming the other way, a separate trigger/soundscape pair was needed.
     
    Last edited: Aug 22, 2009