View Issue Details

IDProjectCategoryView StatusLast Update
0004688The Dark ModSound Systempublic04.06.2018 03:42
Reporterkingsal Assigned Tostgatilov  
PrioritynormalSeveritynormalReproducibilityalways
Status resolvedResolutionfixed 
PlatformpcOSwindowsOS Version10
Product VersionTDM 2.05 
Target VersionTDM 2.06Fixed in VersionTDM 2.06 
Summary0004688: EAX affect on atdm:voice
DescriptionEAX affects the player / narrator voice in game which sounds strange in the case where they are giving an internal monologue.

Would be nice to toggle EAX, since in some cases the player is speaking out loud (in a dialogue or pain sounds for instance).
TagsNo tags attached.

Relationships

related to 0004816 resolvedSpringheel Revise stock sound shaders and set no_efx where appropriate 

Activities

Spooks

Spooks

28.11.2017 02:19

reporter   ~0009709

I suggest that the Narrator voice channel is excluded from the EFX pass, but not the Player Voice one. This way a map author can have their player character speak out loud and have that be affected by the environmental audio modeling, but also have the option for reverb-free internal monologue.

In addition I'd like to note that several UI sounds like pickup and loot sounds are affected by EFX, which shouldn't happen.
Judith

Judith

29.11.2017 10:40

reporter   ~0009714

Last edited: 29.11.2017 10:42

View 2 revisions

EFX settings also affect ambient_zoned sounds played via atdm:location_settings.

IMO it would be a good idea to have any sounds played via atdm:location_settings excluded from EFX, as most of them have their own reverb.

Springheel

Springheel

03.12.2017 14:46

administrator   ~0009733

Last edited: 03.12.2017 15:03

View 2 revisions

At the very least, we need some kind of spawnarg to keep individual sounds from being affected by EFX so mappers have some control over this.

stgatilov

stgatilov

17.12.2017 11:32

developer   ~0009812

I have added support for "no_efx" flag in sound shaders (in rev 7337).
Forum post:
  http://forums.thedarkmod.com/topic/19213-efx-discussion/#entry415614
It is in trunk, but not included in 2.06 branch yet.
stgatilov

stgatilov

31.12.2017 07:17

developer   ~0009946

The "no_efx" keyword is already in 2.06 beta.
stgatilov

stgatilov

28.05.2018 14:13

developer   ~0010476

Is this issue technically done with no_efx keyword in sound shaders?

We still have a big TODO about revising all the stock sound shaders and putting no_efx where appropriate.
I think I should create another issue for this revision and mark this issue as resolved. Any objections?
stgatilov

stgatilov

04.06.2018 03:42

developer   ~0010498

Moved stock sound shaders revision to related issue 0004816.

Issue History

Date Modified Username Field Change
28.11.2017 02:06 kingsal New Issue
28.11.2017 02:19 Spooks Note Added: 0009709
29.11.2017 10:40 Judith Note Added: 0009714
29.11.2017 10:42 Judith Note Edited: 0009714 View Revisions
01.12.2017 21:42 Springheel Target Version => TDM 2.07
03.12.2017 14:46 Springheel Note Added: 0009733
03.12.2017 15:03 Springheel Note Edited: 0009733 View Revisions
17.12.2017 11:32 stgatilov Note Added: 0009812
31.12.2017 07:17 stgatilov Note Added: 0009946
28.05.2018 14:13 stgatilov Note Added: 0010476
04.06.2018 03:41 stgatilov Relationship added related to 0004816
04.06.2018 03:42 stgatilov Assigned To => stgatilov
04.06.2018 03:42 stgatilov Status new => assigned
04.06.2018 03:42 stgatilov Status assigned => resolved
04.06.2018 03:42 stgatilov Fixed in Version => TDM 2.06
04.06.2018 03:42 stgatilov Resolution open => fixed
04.06.2018 03:42 stgatilov Target Version TDM 2.07 => TDM 2.06
04.06.2018 03:42 stgatilov Note Added: 0010498