View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0020829 | AI War 2 | Audio Issue | Dec 10, 2018 12:19 pm | Aug 30, 2019 7:08 pm | |
Reporter | Kahuna | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.807 Cyber Command | ||||
Fixed in Version | 0.885 The Audible Bodyguard | ||||
Summary | 0020829: Combat sounds disappear when zooming out beyond a certain level | ||||
Description | Some times combat sounds disappear when zooming out beyond a certain level. | ||||
Tags | No tags attached. | ||||
related to | 0021337 | resolved | Chris_McElligottPark | Transition between no audible battle sounds and full-volume battle sounds when zooming in-out is too sharp |
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I can confirm noticing this issue for quite some time, but I haven't ever discovered the correlation with zoom level; as such I never reported it. On a related note: sometimes the sounds and vocal cues for attack/move/construction orders take quite some time before actually playing the sound (sometimes up to half an hour later). |
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Thanks! * Previously, the audio sources used by the different audio buses in the game had a lot of values just baked in. And many of them were too low for the "new" (as of a year and a half or more ago) max zoom distance to really be effective. ** Now you can set the spatial_blend (between 0 and 1) directly, and this makes them 2D or 3D or partway between. 3D sounds have a spatial element to them, and attenuate based on distance, as well as letting you hear what direction they're coming from relative to the camera. Which sounds are spatial versus 2D is unchanged at the moment, but can be changed now. ** The min_distance can now be set, and was previously almost always 1. Now it's always 500. This is the distance -- in unity units -- at which a 3D sound is played at max volume before linear attenuation based on distance kicks in at all. ** The max_distance can now be set, and that was previously all over the place, from 1500 to 6000 usually. Now it's mostly 6000 to 8000 for the 3D sounds (this has no effect on 2D sounds). This makes for very little distance attenuation, meaning that with headphones on things all sound closer in general, but it also means that you don't get silence during a battle when you're very zoomed out. Battles thus sound FAR better. ** doppler_level can now be set (between 0 and 5), and all the values are now 0 rather than ever being 1, which they sometimes were before. This prevents any of the sounds from being choppy as you zoom in and out and the doppler level was trying to kick in and not really doing well when doing so. It's not an effect you would likely have noticed because the attenuation was too strong before, but we encourage you not to use this feature now that the attenuation feature is fixed. |
Date Modified | Username | Field | Change |
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Dec 10, 2018 12:19 pm | Kahuna | New Issue | |
Dec 10, 2018 9:56 pm | Mac | Note Added: 0050595 | |
Dec 14, 2018 2:37 pm | Michael | Assigned To | => Chris_McElligottPark |
Dec 14, 2018 2:37 pm | Michael | Status | new => assigned |
Jun 27, 2019 4:52 pm | BadgerBadger | Relationship added | related to 0021337 |
Aug 30, 2019 7:08 pm | Chris_McElligottPark | Status | assigned => resolved |
Aug 30, 2019 7:08 pm | Chris_McElligottPark | Resolution | open => fixed |
Aug 30, 2019 7:08 pm | Chris_McElligottPark | Fixed in Version | => 0.885 The Audible Bodyguard |
Aug 30, 2019 7:08 pm | Chris_McElligottPark | Note Added: 0052692 | |
Jul 30, 2024 10:28 am | Chris_McElligottPark | Category | Audio Work => Audio Issue |