View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002212 | The Dark Mod | Sound | public | 13.05.2010 16:56 | 15.12.2018 03:49 |
Reporter | SneaksieDave | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Platform | Win32 | OS | Windows | OS Version | XP |
Product Version | TDM 1.01 | ||||
Target Version | TDM 2.06 | Fixed in Version | TDM 2.06 | ||
Summary | 0002212: Footfall sound effects aren't affected by EAX settings | ||||
Description | See 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. | ||||
Tags | No tags attached. | ||||
Is this still relevant with the new sound API? | |
I tested this on my local copy of The Thieves with EFX. Footfalls have proper EFX reverb. | |
Date Modified | Username | Field | Change |
---|---|---|---|
13.05.2010 16:56 | SneaksieDave | New Issue | |
28.03.2018 15:26 |
|
Assigned To | => user81 |
28.03.2018 15:26 |
|
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 |