It's not in the SDK update or in development at this time. > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Daniel Menard > Sent: Tuesday, August 01, 2006 2:06 PM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Distance Variant Sounds > > 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? > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the > list archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >
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