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Detpack correct sounds#662

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AdamTadeusz merged 2 commits intoNeotokyoRebuild:masterfrom
AdamTadeusz:060_explosionSoundFixes
Oct 12, 2024
Merged

Detpack correct sounds#662
AdamTadeusz merged 2 commits intoNeotokyoRebuild:masterfrom
AdamTadeusz:060_explosionSoundFixes

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@AdamTadeusz AdamTadeusz commented Sep 30, 2024

Description

Increase main sound cut-off point, use correct explosion sound for detpack

Sounds in the original game can be heard from up to 10k hu away. This is 10 times larger than the current sound cutoff point.

Currently the detpack also uses an explosion sound with a special parameter that switches to a weaker distant explosion in the sounds right channel when the character is a set distance away from the explosion. The original detpack's explosion sound doesn't change much even out to 10k hu.

Nagrywanie.ekranu.2024-09-30.161056.mp4

Toolchain

  • Windows MSVC VS2022
  • Linux GCC Distro Native [Specify distro + GCC version]
  • Linux GCC 10 Sniper 3.0

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@AdamTadeusz AdamTadeusz marked this pull request as draft September 30, 2024 15:47
@AdamTadeusz AdamTadeusz marked this pull request as ready for review September 30, 2024 15:53
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AdamTadeusz commented Sep 30, 2024

The original game uses a cpas filter also to work out whether the explosion is in a visleaf that can be heard by the player. Just because the sound cut off point is 10k doesnt mean that all explosions on all levels will be audible now. For example on oilstain, a detpack in the blue spawn cannot be heard from the middle of the parking garage neither in the original nor on this branch, as there are too many invisible visleafs between the ones visible to the player and the one with the explosion.

@AdamTadeusz AdamTadeusz requested a review from a team October 3, 2024 13:57
@AdamTadeusz AdamTadeusz merged commit 7c9c265 into NeotokyoRebuild:master Oct 12, 2024
@AdamTadeusz AdamTadeusz deleted the 060_explosionSoundFixes branch January 24, 2025 12:25
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Sounds for specific actions are not audible at times

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