Permenant 3D audio setting
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In my mod, since it is set in an atmosphere of a planet, and that scanners (radar) have not yet been invented. the use of audio and visual spotting needs to be as good as it can be.
In such, ive noticed that if 3D audio is not active, sounds appear as loud as they can be no matter how far away they are.
This creates spam with sounds all playing at the same volume.
Most noticably thrusters and larger weapons where the audio range is much greater.
Is there a way to just have this feature permanently active without the ability to disable it? as it could possibly be used as an abuse within my mod.
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You don’t want 3D sounds active as it is one of the most troublesome and frequent sources of crashing.
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Sound.ini provides adjustable ranges:
[Sound]
nickname = tl_disrupt
file = AUDIO\SOUNDS\EQUIPMENT\shield_offline.wav
attenuation = -6
range = 50, 1000Music can be adjusted in range simple by adding it to a small zone.
Volume is adjusted at the attenuation setting:[Sound]
nickname = music_awe_and_wonderment
file = AUDIO\MUSIC\music_awe_and_wonderment.wav
type = music
attenuation = 0
streamer = true0 is the loudest. Go down to -18 for a whisper.
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DwnUndr wrote:
Sound.ini provides adjustable ranges:[Sound]
nickname = tl_disrupt
file = AUDIO\SOUNDS\EQUIPMENT\shield_offline.wav
attenuation = -6
range = 50, 1000Music can be adjusted in range simple by adding it to a small zone.
Volume is adjusted at the attenuation setting:[Sound]
nickname = music_awe_and_wonderment
file = AUDIO\MUSIC\music_awe_and_wonderment.wav
type = music
attenuation = 0
streamer = true0 is the loudest. Go down to -18 for a whisper.
i know these, but they have no bearing on volume over distance like the 3D audio does.
the distance setting, ‘range’ on the [sound] input,
range = 50, 1000what is the first number for? the second number is how far away it can be heard, however without 3D audio on it seems that as soon as you enter the maximum range value of a sound it will play at full volume, doesnt matter if they are 3k away or right next to you.
3D audio makes things that are far away but still in range to hear them sound far away. i need this to work.
unless anyone knows of a work around
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You can mess around with the parameters in soundcfg.ini
[CFG]
ear_doppler_factor = 0.100000
ducking_rtc_down_by = -10
ducking_rtc_down_time = 0.250000
default_crv_pitch = 0
default_crv_attenuation = 0
music_fade_time = 3.000000
cross_fade_silence = -96.000000
cockpit_attenuation = 0
ducking_spaceflight_down_by = -9
ducking_spaceflight_down_time = 0.200000
ducking_spaceflight_up_time = 0.750000
spaceflight_dialogue_pan_range = 30.000000
ducking_comm_down_by = -12.000000
ducking_comm_down_time = 0.250000
ducking_comm_up_time = 0.850000
master_music = 0
master_ambient = 0
master_interface = 0
master_sfx = 0
master_voice = 0
[reverb]
nickname = dry
settings = 0, 0, 0
[reverb]
nickname = bar_small
settings = 0, 0, 0
[reverb]
nickname = equip_large
settings = 0, 0, 0If I remember right, someone discovered the ducking referred to sound getting quieter over distance (or was it which sound became more prominate over another).
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cant really help you. as FF said, 3D Sound is a broken feature. It’s THE leading cause of stupid unexplained crashes. As such, no one’s really done much research on the feature. I seem to recall 88 Flak having some basic options for it in their later FLMM install scripts, but even that included stability warnings.
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Sizer wrote:
cant really help you. as FF said, 3D Sound is a broken feature. It’s THE leading cause of stupid unexplained crashes. As such, no one’s really done much research on the feature. I seem to recall 88 Flak having some basic options for it in their later FLMM install scripts, but even that included stability warnings.you would think that if it is THE leading cause of unexplained stupid crashes it would get more attention in order to fix this “broken feature” and make the unexplained crashed explainable and then preventable.
isnt that how it normally works?
not to be out of order here, but all the advances made in this game over the all of the however many years its been around, 9 years. nobody has managed or possibly even tried to fix a problem that everyone knows exists?
it wouldnt honestly supprise me if the doppler effect is the reason for all the crashes, as i think that requires complicated mathematics to do. but cant that be removed all together with
DwnUndr wrote:
ear_doppler_factor = 0.100000this, by making it 0.0 …
this is kind of disappointing in a way, because ive seen some stuff thats made my jaw drop on this forum more than a dozen times since ive been here, with so many bright minds id have though if something was so obviously broken, it be fixed first.
its like a bunch of Einsteins, creating the theory of relativity while living in a house with a huge hole in the roof. lol
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I don’t doubt the problem exists, but I think it might be related to peoples hardware configs or drivers. I played the vanilla game for years with 3d sound enabled without a crash, I started using mods and the crashes came thick and fast.
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If you feel so insulted nobody’s done research on the subject, I’d suggest you go ahead and do it yourself.
If nobody’s worked on it before, it’s because they didn’t find the subject interesting to them. I find your entitlement to this feature rather misplaced. We are not the game developers, we are under no obligation to fix features that they botched up.
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I think the main problem was/is the nature of the bug, where it would often lead to a complete computer lockdown/reboot.
That may actually have changed now (with Windows 7) and give us an opportunity to debug the 3D sound errors. I agree that 3D sound is awesome and works great in FL (tested it on my surround system).As regards the range setting, last time I did something with it I think it was
range = min_distance, max_distance
(the volume is max. at min_distance) -
FriendlyFire wrote:
If you feel so insulted nobody’s done research on the subject, I’d suggest you go ahead and do it yourself.If nobody’s worked on it before, it’s because they didn’t find the subject interesting to them. I find your entitlement to this feature rather misplaced. We are not the game developers, we are under no obligation to fix features that they botched up.
im sorry the post came across that way, I had just broke up with my girlfriend a few hours before i posted.
i was simply shocked that given the amount of advances in the game something that everyone knows is broken, wasnt fixed. because i didnt know it was ‘broken’.
however looking at w0dk4’s post also helped me see why, it wasnt possible
w0dk4 wrote:
I think the main problem was/is the nature of the bug, where it would often lead to a complete computer lockdown/reboot.that would indeed make it quite difficult to debug, again sorry for the way that post came across
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Apology accepted. Perhaps, if you want to see this developed, you could start by asking other modders in what situations such crashes happened and attempt to replicate them consistently? The big problem with 3D sound bugs is that, from what I could tell, they’re very random and hard to pinpoint. Having something that can be replicated 100% of the time should help a lot in finding what exactly is problematic.
Hopefully Windows 7’s sound support also has improved from XP’s, as w0d said.
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Thanks FF.
well, i can say that ive never experianced such a bug as w0dka described, while having 3D audio active. I run window’s Vista home premium 32 bit.
so just to kinda close the thread, does anyone know how to make 3D audio automatically active for players who play my mod. ?
and if possible remove the ability to turn it off.
yes i am aware of the problems outlined throughout this thread