SNDINFO Ambient NON-panning point sounds

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DnB-Freak
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Joined: Sun May 19, 2013 12:09 pm

SNDINFO Ambient NON-panning point sounds

Post by DnB-Freak »

I'm getting trouble disabling panning for point sounds, no info found here so the ingame panning is automated.
I keep hearing point sounds either from left or right only regardless which direction player is facing in proportion to the ambient sound thing.
Listeners within the mindist arg keeps hearing the sound from the thing spot with panning.

How if I need an ambient that does not alter panning by player direction?

As it looks right now the atmosphere is ruined completely by this automated panning.
I would suggest this in as a feature, but I need to make sure if it isn't already in.
It works only as world/surround sounds without fecking up with the panning,
but then the attenuation is missing and all sounds probably play at same time,
making the gameplay ridiculous with audio on. :stuppor:

How can this be resolved, anyone who got same conflict with this?

I've looked and found similar issues on this forum, but without any solution provided.

If there is a way, please let me know.
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Caligari87
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Re: SNDINFO Ambient NON-panning point sounds

Post by Caligari87 »

I don't believe there's engine support for this right now.

A trivial workaround using zscript would be play the sound on the player (or from an actor that sticks to the player), and reduce volume the farther it is from the "true" sound source.

8-)
DnB-Freak
Posts: 304
Joined: Sun May 19, 2013 12:09 pm

Re: SNDINFO Ambient NON-panning point sounds

Post by DnB-Freak »

Thanks for the quick respond.
Alright, it seems like I've got to go another way around this,
maybe viewtopic.php?f=3&t=58139&p=1022287

Just not quite sure if I can inherit the ambient sound class as it's a native one.
I dunno...

Do you got any refs or something I may use, Caligari87? B-)
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Caligari87
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Re: SNDINFO Ambient NON-panning point sounds

Post by Caligari87 »

Unfortunately I do not; my solution is merely theoretical.

8-)
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