Underwater soundscape transition bug?

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
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?
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
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.
 
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