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Springheel

Volume of Voices

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I was a little thrown by the voice, as it didn't feel like it had any positional component. Sounded like he was right in my ear the whole time despite covering a lot of distance and moving all around. Hm...

 

This is an issue I was wondering about as well. We're going to have to settle on good values for the new vocals. My sense is that they are a little too quiet. They also have a mindistance of 8, which means that the volume from 0-8 units away from the AI sounds the same (which I think is the cause of what Sneaksie is describing above).

 

If we remove the mindistance, and have the volume start to fade off immediately, then it becomes harder to hear the AI at a distance.

 

Any other suggestions or input here?

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I'd like the AI voices to have a dynamic falloff distance. This'd be user-editable for conversions (Should player be able to hear this convo from far away?) . I remember setting up some conversations in a great loud echoey cave or tile hallway, but still not being able to hear them from a short distance.

 

Falloff would be baked in cases like AI barks. Alert 2-3 falloff distances (AI is raising his voice) will obviously need to be greater than idle-alert 1 (AI mutters to self).


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At the moment, the maxdistance of AI voices is 25. Footsteps, by comparison, are 30.

 

IMO, voices should carry further than footsteps (except perhaps idle mutterings).

 

Also, I notice that the current vocals sound a bit low in volume to me. In order to make the vocals sound right, the sound of my drawing my blackjack becomes excessively loud.

 

This'd be user-editable for conversions (Should player be able to hear this convo from far away?)

 

The user would have to set the min and maxdistance for his conversation anyway.

 

Falloff would be baked in cases like AI barks. Alert 2-3 falloff distances (AI is raising his voice) will obviously need to be greater than idle-alert 1 (AI mutters to self).

 

Should this be handled by volume or maxdistance? In RL there's no difference, but in the game there is.

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