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Reduce noise from other z-levels #21400

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merged 1 commit into from Jul 15, 2017

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commented Jul 9, 2017

Closes #14123.

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commented Jul 10, 2017

20 is quite a lot. I was thinking more like 5 or so.
10 would be a good compromise - it would prevent hearing moving ants, but not hulks stomping around, glass breaking etc.

@nornagon nornagon force-pushed the nornagon:sound-z-levels branch to 13119c3 Jul 10, 2017

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commented Jul 10, 2017

Updated to 10.

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commented Jul 10, 2017

Rationale [copied from #14123]:

Since the sound code doesn't take into account any terrain at all, there's not any obvious place to differentiate between "an NPC on the 2nd floor of a building with an open window" and "a soldier ant with 6 feet of dirt between it and the surface".

Given almost all sounds from another level right now are in the latter category, more or less, would it make sense to simply count each Z level difference between the source of the sound and the player as something like 20 tiles of X/Y distance?

@kevingranade kevingranade merged commit 646ebd5 into CleverRaven:master Jul 15, 2017

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@nornagon nornagon deleted the nornagon:sound-z-levels branch Jul 15, 2017

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