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Reset FMOD parameter correctly when player leaves vision cones or is caught #353

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fnnbrr opened this issue Apr 6, 2020 · 0 comments
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fnnbrr commented Apr 6, 2020

Bug 1: Upon entering Brutus' office, there are two tracks playing at the same time. Also, maybe tie the start of the music to the start of the cutscene vs. on entry to the door (since sometimes the player doesn't make it fully through the door before the cutscene starts).

Hmm this one is strange because it doesn't relaunch another music track, rather it just turns it back on from the instance created from the kitchen mission. Will play around with it but can't get this specific bug on my end.

EDIT: Did run into the bug, the box collider in brutus room was just a tinyyy bit too small because of where Birdie stops when cutscene is triggered - maybe alex could look into starting a cutscene just a biiiit later in case, but should be fixed now.

What i did notice, however, is that after getting caught by brutus, the playerCaught param does not go back to 0f. the code is the following (in chaser.cs):

if (numChasersActive > 0) { numChasersActive -= 1; if (numChasersActive == 0) { // This means that the current chaser is the last to stop chasing Birdie FMODUnity.RuntimeManager.StudioSystem.setParameterByName(playerChased, 0f); } }
Finn, can I have you look at that?

Yup that makes sense, I'll work on a fix. I had patched up an issue related to this before, but I didn't think to include the FMOD param in that fix.

Originally posted by @FinnbarrOC in #347 (comment)

@fnnbrr fnnbrr self-assigned this Apr 6, 2020
@fnnbrr fnnbrr closed this as completed Apr 8, 2020
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