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[Audio] Play audio effects #37

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MarijnS95 opened this issue Sep 12, 2017 · 2 comments · Fixed by #1291
Closed

[Audio] Play audio effects #37

MarijnS95 opened this issue Sep 12, 2017 · 2 comments · Fixed by #1291

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@MarijnS95
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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.
@Jannify
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Jannify commented Mar 18, 2020

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.

@Jannify
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Jannify commented Jan 12, 2021

#1291

@Jannify Jannify changed the title Play audio effects [Audio] Play audio effects May 9, 2021
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2 participants