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Posted

@NH: I know we have an ambiance called "Underwater," but I'm not sure if this was intended to be the sound always played when underwater or not.

 

@GIMG:

Hmm, the new sound engine could potentially do that, but I'm not sure if Id gave us enough reference functions to the sound engine to tell it, in the SDK, to apply certain things only when we're in water.

 

You could definitely do it using the existing sytem by putting a visportal at the water surface and putting an info_location in the water and an info_location_separator at the portal, but that would be a pain to do for every bit of water.

Posted

Ish: Yes, the "underwater" ambient is meant to play when the player is underwater. I still haven't uploaded the ambients since the beta-mappers didn't really say anything about the layout, but I'm gonna go dictator here soon (tomorrow probably) and just go with ambience/environmental.

Posted
@GIMG:

Hmm, the new sound engine could potentially do that, but I'm not sure if Id gave us enough reference functions to the sound engine to tell it, in the SDK, to apply certain things only when we're in water.

 

You could definitely do it using the existing sytem by putting a visportal at the water surface and putting an info_location in the water and an info_location_separator at the portal, but that would be a pain to do for every bit of water.

 

Couldn't you do it via scripts or something as well, or tie it into the code that defines when the player is in the water? Even lowering the volume of everything when the player is in the water would be fine. It would be bizarre to be in water under a bridge or something and hear people walking on the cobblestones or wood clear as you were above water.

 

Heck, isn't there a sound shift when you go slomo in RoE? Couldn't we use a similar code to that?

http://www.thirdfilms. com

A Thief's Path trailer is now on Youtube!

Posted

Yeah there is stuff like that, I'm just saying I haven't looked into the functions enough to say whether we can do it or is it handled by the part of the soundengine we don't have access to.

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