Sound Issues TGA, Legions Overdrive???
by Jack Hemphill · in Torque Developer Network · 01/07/2013 (5:58 pm) · 2 replies
This is a free game!
http://forums.legionsoverdrive.com/
This game has strange sound issues for weapon explosion sounds and maybe some weapon fire sounds.
If a player is not near where a projectile exploads, they hear no sound like it should be when the distance is to fare.
Now if the player moves across the map to where the projectile explosion played the sound mins before, thay will now hear the sound and should not. Even if the mission changes players can still hear old sounds when they go to the position of the old sound that played some time before.
I want to cancel any pending sounds on mission change for my Legions Overdrive mod, is there a simple way to do this?
http://forums.legionsoverdrive.com/
This game has strange sound issues for weapon explosion sounds and maybe some weapon fire sounds.
If a player is not near where a projectile exploads, they hear no sound like it should be when the distance is to fare.
Now if the player moves across the map to where the projectile explosion played the sound mins before, thay will now hear the sound and should not. Even if the mission changes players can still hear old sounds when they go to the position of the old sound that played some time before.
I want to cancel any pending sounds on mission change for my Legions Overdrive mod, is there a simple way to do this?
#2
I have mentioned this to the Devs of Legions, they know about it, but just don't do anything to fix it. They have the distance set really high for most weapon sounds, you can hear weapons being fired or exploding as if they are next to you. I would like to add a function to my mod that kills all sounds on mission end or change. If you know the function for that could you post it please?
Also, how much work would it take to update the OpenAL in TGEA?
01/08/2013 (11:10 am)
Thanks for the reply..I have mentioned this to the Devs of Legions, they know about it, but just don't do anything to fix it. They have the distance set really high for most weapon sounds, you can hear weapons being fired or exploding as if they are next to you. I would like to add a function to my mod that kills all sounds on mission end or change. If you know the function for that could you post it please?
Also, how much work would it take to update the OpenAL in TGEA?
Employee Michael Perry
ZombieShortbus
I would also double check to make sure your audio drivers are up to date, because I've never experienced that problem while playing Legions. It might be an isolated incident, unless you can find other people who can confirm it.
There is a function you can call from scrip that kills all the sound, but that could interfere with other properly running sounds.