You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Currently behavior and usually animations are synced for actions, but sound is left out. Since sound is positional, this gives a much more immersive experience than if the other players are virtually silent.
TODO:
Go over all the synced actions, and implement sounds on the receiver side if they play a sound on the sending side.
Light toggles.
Vehicle enters/exists.
Base building and interaction.
Swimming/walking.
Tool usage.
The text was updated successfully, but these errors were encountered:
The problem is that some sounds are 2D and some 3D.
So (for example) the Cyclops horn is 3D and easy to sync (see this processor for reference).
On the other side most of the exosuit sounds are 2D.
Subnautica uses FMOD which saves the sounds as an event, which is multiple sounds layered over each other, modifiable with parameters. As a result, converting them from 2D to 3D would be a very hacky way or impossible.
As a solution I propose to implement a manager which sets the volume of 2D sounds relatively to the distance of the player when fired.
Currently behavior and usually animations are synced for actions, but sound is left out. Since sound is positional, this gives a much more immersive experience than if the other players are virtually silent.
TODO:
The text was updated successfully, but these errors were encountered: