View Issue Details

IDProjectCategoryView StatusLast Update
0002212The Dark ModSoundpublic15.12.2018 03:49
ReporterSneaksieDave Assigned Touser81 
PrioritynormalSeveritynormalReproducibilityalways
Status resolvedResolutionfixed 
PlatformWin32OSWindowsOS VersionXP
Product VersionTDM 1.01 
Target VersionTDM 2.06Fixed in VersionTDM 2.06 
Summary0002212: Footfall sound effects aren't affected by EAX settings
DescriptionSee the EAX thread for background. http://modetwo.net/darkmod/index.php?/topic/11045-environmental-audio-extensions-eax-in-tdm/

For a reason I haven't been able to determine from looking at sound shaders or sound files themselves (mono), the player footfalls are not affected by EAX effects. AI footfalls are; bow weapon change sounds are; doors opening/closing are; objects being thrown are... but not the player's footfalls. Why doesn't the bow have the same problem, if the assumption is being "bound" to or originating from the player causes it?

Important because this is a large part of "feeling there" in an EAX environment.
TagsNo tags attached.

Activities

STiFU

STiFU

14.12.2018 20:09

developer   ~0010920

Is this still relevant with the new sound API?
nbohr1more

nbohr1more

15.12.2018 03:48

developer   ~0010922

I tested this on my local copy of The Thieves with EFX. Footfalls have proper EFX reverb.

Issue History

Date Modified Username Field Change
13.05.2010 16:56 SneaksieDave New Issue
28.03.2018 15:26 user81 Assigned To => user81
28.03.2018 15:26 user81 Status new => assigned
14.12.2018 20:09 STiFU Note Added: 0010920
15.12.2018 03:48 nbohr1more Note Added: 0010922
15.12.2018 03:49 nbohr1more Status assigned => resolved
15.12.2018 03:49 nbohr1more Resolution open => fixed
15.12.2018 03:49 nbohr1more Fixed in Version => TDM 2.06
15.12.2018 03:49 nbohr1more Target Version => TDM 2.06