Replies: 11 comments
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I don't really understand what this is about. Can you show a commit or a place in the OpenXRay code where this is implemented? |
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I cant find a commit where this was originally implemented but I found this fix for it: OpenXRay/xray-16#225 |
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Or I guess it is the original commit, because it says "LAYERED_SND_SHOOT from COC was fully transferred". |
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Ok, I'll review this. |
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Also in the addon different sounds are played at different distances. Not sure if this is implemented in the engine somehow or what but I didnt see any scripts for it. Would have to look into that more. |
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Sounds in the distance were not only in this addon, It was in standard Anomaly too. |
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Damn, I have no idea where to find the distance attenuation in the source files. It might not be included in OpenXRay maybe, but it is in CoC. |
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Perhaps there is something similar in the SWM repo, as far as I remember, I saw there a lot of commits related to the sounds of weapons (echo, etc.) |
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A guy from the OpenXRay discord just sent me this commit, apparently the different sounds for distances is done through ogg comments, so only implementing the sound layers and seperate sounds for actor is enough. |
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Hello, did you have a chance to check out the commits? Is this a feature you would like to add/would it be possible to add it? Cheers. |
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I'll check it sometime. Now I'm too lazy to do this. |
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I would love to see something like this made possible in SoC by adding the sound layering included in OpenXRray. Also gunshots use different sound sections for the actor and NPCs.
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