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more ambience volume issues


Goldchocobo

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I think so, yes. The _z stands for "zoned", and I believe they are the ones which are compatible with the location settings system. Basically, their sound shaders carry additional keywords, global and omnidirectional, plus a silent leadin.

 

drone02_z
{
description "Made by Dario D"
global
omnidirectional
looping
leadin sound/ambient/ambience/silence.ogg
sound/ambient/ambience/dd_amb_drone_2.ogg
}

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oh.... well that completely explains everything for me :D!

 

Ah, this was news to me, too. We should add this info to the wiki!

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Very strange. What, exactly, has changed since you got this behavior? Was it after a new dmap? Was it after changing a speaker spawnarg?

 

EDIT: Perhaps you're getting a weird strain of the Ambient Music Slider bug.

yay seuss crease touss dome in ouss nose tair

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Maybe...

It started almost randomly. It begun when I added anything with the postfix _z on it (although now everything won't work). Anytime I add music to the map via location settings, it plays back slowly and quietly, and is half the pitch (lowwww). This is particularly one of maps, forest. In Anoott and politics, the music completely stopped.

Can you confirm this? Do they work on your system?

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Aha I got it halfway fixed.

Ambient sounds work as long as they aren't the _z version. Of course there is no way to adjust their volume/or their volume has strange effects to the ambient slider.

*sigh*

Does anyone have any suggestions? Or should I just release the damn campaign without much of the music being adjustable.

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My "advice" FWIW would be to let the people waiting (like vultures in the thread) know it straight up and ask what they'd prefer. Do they want the mission with [this audio issue], or can they wait a [period of time]? Most of the time, it seems the sensible ones at least say to take whatever time you need. And chalk it up as lesson learned. ;)

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Well at this point I've determined there's no way around the issue... I need to use the location based system, but most of the ambients won't respond to the slider since the _z ambients are completely broken.

Ohwell.

I didn't pick many loud ambients anyway.... and they can still be turned off completely by sliding the slider all the way to 0.

 

edit: besides, I'll be updating the campaign a a few months from now, after 1.02

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I thought this ambient slider issue was fixed? I remember Tels working on it for 1.01.

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I thought it was fixed as well...

This was all tested on vanilla TDM 1.01.

 

Yeah, but I don't remember testing it very much, and esp. not with the "_z" ambients. Didn't even know we had them or what the difference is.

 

Since greebo is preparing 1.02 as we speek, I doubt I managed to test and fix this before 1.02.

 

Edit: greebo said the _z versions use:

 

drone02_z
{
       description "Made by Dario D"
       global
       omnidirectional
       looping
       leadin sound/ambient/ambience/silence.ogg
       sound/ambient/ambience/dd_amb_drone_2.ogg
}

 

The location setting system, however, uses two channels, channel1 = SND_CHANNEL_BODY2 and channel2 = SND_CHANNEL_BODY and flips between, so that channel2 is always the "incoming" sound (e.g. gets louder) and channel1 is the outgoing sound e.g. gets less louder.

 

It might simply be that if you have a sound shader with the "global" and "omnidirectional" keyword, that it won't properly work with "fadeSound( channel2, volume)".

 

Does it start to work if you create a new sound shader named foobar_z and omit either the global or the omnidirectional keyword or both?

 

If that works, maybe we can fix all these ambients.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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