by Apeirogon » Mon May 07, 2018 12:50 pm
XLightningStormL wrote: play the sound relative to their position (i.e they are quieter when the player is facing away from them)
But sound IRL dont work like this...
Anyway, you can check in what sector player is currently located, and depending of this spawn/destroy some dummy sound actor/s.
Or create sector/s without "sound sequence" options, around sector with "sound sequence" options.
And if you really cant live without realistic sound propagation, it better suggest new a_playsound property for actor, in what circular/spherical sector sound must be heared, as in picture.
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Code: Select all
a_playsound(sound name, sound slot, volume, loop, flags, local, double "angle where it must be heared" = 0/*which means inside all radius*/)
This make can make illusion of thick/thin walls without invention of a bicycle, which must guess how thick is this particular wall, and what sound it must allow to pass through it.
[quote="XLightningStormL"] play the sound relative to their position (i.e they are quieter when the player is facing away from them) [/quote]
But sound IRL dont work like this...
Anyway, you can check in what sector player is currently located, and depending of this spawn/destroy some dummy sound actor/s.
Or create sector/s without "sound sequence" options, around sector with "sound sequence" options.
And if you really cant live without realistic sound propagation, it better suggest new a_playsound property for actor, in what circular/spherical sector sound must be heared, as in picture.
[attachment=0]HRODA6A4.png[/attachment]
Like
[code]a_playsound(sound name, sound slot, volume, loop, flags, local, double "angle where it must be heared" = 0/*which means inside all radius*/)[/code]
This make can make illusion of thick/thin walls without invention of a bicycle, which must guess how thick is this particular wall, and what sound it must allow to pass through it.