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Add 'max hear distance' parameter for mob footstep sounds #4361
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16 would seem enough to me +1. |
How can this be changed? Maybe, I can make a PR if I know in which file. |
Here it is: https://github.com/minetest/minetest/blob/master/src/content_cao.cpp#L1216 m_gamedef->sound()->playSoundAt(spec, false, VOLUME_HERE, getPosition()); But this function is only available in the extended class called |
Ok then someone else must do this. I don't have enough experience with C++ and the Minetest code But this should be really fixed because it is annoying and useless |
See closed duplicate #6131 |
Relevant quote:
(correct me if I'm wrong) |
Relevant code is here https://github.com/minetest/minetest/blob/master/src/content_cao.cpp#L865
That seems to play the sound at the objects position though? I guess that calls https://github.com/minetest/minetest/blob/master/src/sound.h#L84
Which calls https://github.com/minetest/minetest/blob/master/src/sound_openal.cpp#L581 |
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Tested with a NPC from mobs redo trapped in a glass corridor, and marked a line 30 nodes away, 30 being the default max hear distance in openAL. |
PR #6440 |
My tests do not support this, if this happens it must be a bug. At the least i think we can reduce the distance to 16 nodes or less, hearing footsteps from 30 nodes is ridiculous. This i support. |
I start a short test game with the current version of mobs redo and increased values for max_block_generate_distance and max_block_send_distance
The problem is, that I can hear footstep sounds from everywhere, even if there is no other cave near. I guess, I can hear them in about 60-70 nodes, maybe more. But I would say that 10 nodes would be enough, maybe 15 nodes maximum
You can hear them everywhere and become crazy
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