thebigh Posted October 3, 2021 Report Posted October 3, 2021 I'm running TDM v 2.10/64 #9588 and I noticed a bug with ambient sounds. If you have two adjoining locations with the same ambient soundtrack but set to different volumes, the volume does not update if you move from one to the other. 1 Quote My missions: Stand-alone Duncan Lynch series Down and Out on Newford Road the Factory Heist The Wizard's Treasure A House Call The House of deLisle
stgatilov Posted October 5, 2021 Report Posted October 5, 2021 Is there any simple/quick way to reproduce? Maybe some existing FM? test map? Quote
thebigh Posted October 5, 2021 Author Report Posted October 5, 2021 (edited) 42 minutes ago, stgatilov said: Is there any simple/quick way to reproduce? Maybe some existing FM? test map? Here's a minimal example that illustrates the problem. The red and blue rooms both have the same ambient soundtrack (Jorge the Rubber Duckie!) but the blue room has the volume spawnarg set to -15. It should be significantly quieter than the red room. The brick hallway has a different ambient sound. If you go from the blue room directly to the red, it stays quiet. If you go straight from the red room to the blue, it stays loud. Going into the brick hallway first and then entering one of the coloured rooms sets the squeaking to the proper volume. ambient_bug.map Edited October 5, 2021 by thebigh 1 Quote My missions: Stand-alone Duncan Lynch series Down and Out on Newford Road the Factory Heist The Wizard's Treasure A House Call The House of deLisle
stgatilov Posted October 5, 2021 Report Posted October 5, 2021 I created an issue: 5772 I tried to fix it quickly, but it did not work out... 1 Quote
thebigh Posted October 5, 2021 Author Report Posted October 5, 2021 Hmm... I hadn't considered that the "old" and "new" sounds could end up out of phase but now that you mention it the problem is obvious. Anyway, as to why someone might want to do this, it's not just theoretical. Imagine a shack on a stormy beach. Outside you have wind or thunder playing loudly as the ambient. When you go inside you should still hear the same storm soundtrack but quieter. I'm surprised this issue hasn't come up before. Quote My missions: Stand-alone Duncan Lynch series Down and Out on Newford Road the Factory Heist The Wizard's Treasure A House Call The House of deLisle
STiFU Posted October 13, 2021 Report Posted October 13, 2021 On 10/5/2021 at 6:54 PM, thebigh said: Hmm... I hadn't considered that the "old" and "new" sounds could end up out of phase but now that you mention it the problem is obvious. Anyway, as to why someone might want to do this, it's not just theoretical. Imagine a shack on a stormy beach. Outside you have wind or thunder playing loudly as the ambient. When you go inside you should still hear the same storm soundtrack but quieter. I'm surprised this issue hasn't come up before. Shouldn't the old sound slowly fade out, eventually resolving this issue? Quote
thebigh Posted October 13, 2021 Author Report Posted October 13, 2021 1 minute ago, STiFU said: Shouldn't the old sound slowly fade out, eventually resolving this issue? Sure, that's possible but the trouble is that the "new" ambient starts from the start while the old one fades out. As an example, imagine the ambient in question is a well known tune- let's say Bohemian Rhapsody. As I move from one location to the next what would happen is that "Is this the reeeeaall liiife" fades in as "galileo galileo galileo" from the old location fades out and for a few moments you'd hear them both jumbled up together. Currently what happens is that TDM checks if two locations have the same ambient and, if so, just doesn't change anything. What should happen is to leave the old ambient playing but fade its volume up or down. Quote My missions: Stand-alone Duncan Lynch series Down and Out on Newford Road the Factory Heist The Wizard's Treasure A House Call The House of deLisle
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.