View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0004688 | The Dark Mod | Sound System | public | 28.11.2017 02:06 | 04.06.2018 03:42 |
Reporter | kingsal | Assigned To | stgatilov | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Platform | pc | OS | windows | OS Version | 10 |
Product Version | TDM 2.05 | ||||
Target Version | TDM 2.06 | Fixed in Version | TDM 2.06 | ||
Summary | 0004688: EAX affect on atdm:voice | ||||
Description | EAX 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). | ||||
Tags | No tags attached. | ||||
related to | 0004816 | resolved | Springheel | Revise stock sound shaders and set no_efx where appropriate |
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. |
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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. |
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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. |
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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. |
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The "no_efx" keyword is already in 2.06 beta. | |
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? |
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Moved stock sound shaders revision to related issue 0004816. | |
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 | |
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 | |
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 |