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IDProjectCategoryLast Update
0020829AI War 2Audio WorkAug 30, 2019 7:08 pm
ReporterKahuna Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version0.807 Cyber Command 
Fixed in Version0.885 The Audible Bodyguard 
Summary0020829: Combat sounds disappear when zooming out beyond a certain level
DescriptionSome times combat sounds disappear when zooming out beyond a certain level.
TagsNo tags attached.

Relationships

related to 0021337 resolvedChris_McElligottPark Transition between no audible battle sounds and full-volume battle sounds when zooming in-out is too sharp 

Activities

Mac

Dec 10, 2018 9:56 pm

reporter   ~0050595

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).

Chris_McElligottPark

Aug 30, 2019 7:08 pm

administrator   ~0052692

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.

Issue History

Date Modified Username Field Change
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 Dune Assigned To => Chris_McElligottPark
Dec 14, 2018 2:37 pm Dune 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