T3D 1.1 Beta 3 - Zone/Portal Audio Environments Do Not Update - RESOLVED
by Steve Acaster · in Torque 3D Professional · 09/24/2010 (9:00 pm) · 4 replies
T3d 1.1 beta 3
win7
Target:
Audio Environments -> Zones
Issue:
Multiple zones and portals with different audio environments attributed to them do not change the audio environment when entered. The only changes to audio environment come from the settings in LevelInfo. Tested with Fmod obviously ...
It seems like the last zone added is the only one guarrenteed to get any effect.
Repeat:
Slap in the fmod.dll and select it as your sound provider. Set up some zones with different audioEnvironments than LevelInfo. Save and quit T3D, then restart and reload - stick on "render zones" and you can see what you're doing. Run through those zones and make "noise". Notice how the audio does not change and remains the same as the LevelInfo settings ... excpet for maybe the last one ...
Suggest;
Make the audioEnvironment use the one each zone has.
[edit]
And the bad news is that this worked fine in 1.1 beta 2.
08april2011
Fixed in 1.1 Preview with introduction of SFXspace.
win7
Target:
Audio Environments -> Zones
Issue:
Multiple zones and portals with different audio environments attributed to them do not change the audio environment when entered. The only changes to audio environment come from the settings in LevelInfo. Tested with Fmod obviously ...
It seems like the last zone added is the only one guarrenteed to get any effect.
Repeat:
Slap in the fmod.dll and select it as your sound provider. Set up some zones with different audioEnvironments than LevelInfo. Save and quit T3D, then restart and reload - stick on "render zones" and you can see what you're doing. Run through those zones and make "noise". Notice how the audio does not change and remains the same as the LevelInfo settings ... excpet for maybe the last one ...
Suggest;
Make the audioEnvironment use the one each zone has.
[edit]
And the bad news is that this worked fine in 1.1 beta 2.
08april2011
Fixed in 1.1 Preview with introduction of SFXspace.
About the author
One Bloke ... In His Bedroom ... Making Indie Games ...
#2
09/27/2010 (4:31 pm)
Logged by Matt Taylor, FS-QA Intern... #TQA-1149
#3
The reverb handling in the soundscape manager was faulty. I've also found that reverb doesn't get cleaned up properly when exiting out of a mission. Fixed as well.
04/27/2011 (9:18 am)
Fixed for final.The reverb handling in the soundscape manager was faulty. I've also found that reverb doesn't get cleaned up properly when exiting out of a mission. Fixed as well.
#4
05/12/2011 (3:43 pm)
Fixed in 1.1 Final.
Associate Rene Damm
Thanks a lot for the report Steve. Happy to see someone using this feature.
I have a vague idea what the problem might be. Will look into this.