sounds: squelch NPC messages regarding hearing footsteps #28424
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Summary
SUMMARY: Bugfixes "sounds: squelch NPC messages regarding hearing footsteps"
Purpose of change
Players with NPCs nearby are hearing footsteps constantly. The footsteps are coming from the NPCs processing ambient sounds into the player-only section of sound processing, and displaying "add_msg" messages that were really intended to be player only.
Remove the errant sound markers and messages.
Describe the solution
Change the NPC cut-off logic to be a two-stage test:
instead of the current single stage test
which continues sound processing for when NPCs hear ambient sounds.