I'm using the standard WeaponSound code to play these sounds, yet they
still come out really loud at a distance. I tried to run them with
spatialized stereo again and same problem. I guess I'm gonna turn my
attention to the code and see if anything is missing.

On a side note, any chance the fade start/end distances can be placed
in the script in the following SDK update (or the one after)?

On 8/1/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
updated with distances (no they can't be modified without changing the
engine code at present):
http://developer.valvesoftware.com/wiki/Soundscripts

I don't see any issue with spatialization of distance variant sounds.
My guess is that you aren't emitting the sound from a particular entity
(using the world?) or the codepath you are using is not passing the
origin through in some case.


> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Daniel Menard
> Sent: Tuesday, August 01, 2006 9:12 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Distance Variant Sounds
>
> Is it possible to change the distance at which the distance
> variant sounds are crossfaded. Right now the default seems to
> be 1000 units or so. Is there some way to modify this in the script?
>
> Also, these seems to be a bug with distance variant sounds
> where they don't attenuate correctly, was this planned? I am
> trying to use it for engine sounds and it sounds like its
> right infront of you and its 4000 units away (120dB
> soundlevel). Is there some way to turn this attenuation back
> on. If I stereo spatialize the sounds, they seem to attenuate fine.
>
> I've noticed that sounds using CHAN_STATIC are not
> attenuated, however these are CHAN_AUTO (they are replaced
> with appropriate channels in code, the 3 possible channels
> are CHAN_WEAPON, CHAN_ITEM and CHAN_BODY). Here is what the
> script looks like:
>
> "Engine.MainThrust"
> {
>       "channel"               "CHAN_AUTO"
>       "volume"                "0.6"
>       "soundlevel"    "SNDLVL_120dB"
>
>       "wave"          "^engines/main_thruster.wav"
> }
>
> I dunno if anyone can help with this?
>
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