FIX FOR sound falling off too soon.
Fragmagnet
Join Date: 2010-07-26 Member: 72873Members
<div class="IPBDescription">Why is this even an issue?</div>go to your Client.lua
find function OnMapPostLoad()
replace the first line after // Set sound falloff defaults
with
Client.SetMinMaxSoundDistance(7, 500)
THIS DOES NOT FIX THE FACT THAT SOUNDS ARE PLAYED FROM THE ORIGIN
I am looking for that though.
THIS FIXES
The issue where, for example, you won't hear a marine sniping you with a pistol.
THIS CAN STILL HAPPEN but the marine has to be 5 times as far now.
find function OnMapPostLoad()
replace the first line after // Set sound falloff defaults
with
Client.SetMinMaxSoundDistance(7, 500)
THIS DOES NOT FIX THE FACT THAT SOUNDS ARE PLAYED FROM THE ORIGIN
I am looking for that though.
THIS FIXES
The issue where, for example, you won't hear a marine sniping you with a pistol.
THIS CAN STILL HAPPEN but the marine has to be 5 times as far now.
Comments
EDIT: Just tried this out. And it was amazing. +999
if its a multiplier then this is an awesome fix and wil make my life much easier! i really need the min max ratios between events to stay consistent tho, there are some sounds like hive wound that need a much larger min distance than others
cheers
That being said, there were certainly some oddities... As if the muffling effect for walls wasn't working as effectively. Occasionally I'd hear skulks munching on a res-node off in the distance, as if they were halfway across an open football pitch as opposed to on the otherside of several winding cave systems.
Overall it felt much better though, being able to hear what I could plainly see on the other side of a room was like the world suddenly making sense for the first time.
EDIT: Sheesh...Fragmagnet, how did you even come across that function? I was going to try and see if I could figure out what the SetMinMaxSoundDistance function was actually doing, but I'm not seeing where the heck it's even defined. The only other reference to even "SoundDistance" I could find in the entire project was in the observatory files... I can only assume that function is talking directly to the C++ side of things.
im not a programmer obviously :(
actually nvmnd i found it
try this to fix the muffling problem with extended fall offs
In the console type
reloadsoundgeometry 0.5 0.5
for example. The first value is the occlusion, second is reverb, both should be between 0 and 1.
current values are
0.4 for occlusion and 0.2 for reverb
lower numbers mean less obstruction by geometry
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->/**
* Callback handler for when the map is finished loading.
*/
function OnMapPostLoad()
// Set sound falloff defaults
Client.SetMinMaxSoundDistance(7, 100)
InitializePathing()
CreateDSPs()
Scoreboard_Clear()
CheckRules()
end<!--c2--></div><!--ec2-->
All of that should already exist in your Client.Lua. Find those lines, and then change the 100 to a 500.
ill test this out some more and get it put in to the official patches.
Hmm, my Client.lua file only goes to line 20...
open decoda
Find in files
falloff
ns2 directory
include subfolders
and then looked through stuff cuz I was bored.
Oh look at that, turns out there are multiple Client.lua files! Oops.
Okay, the one you want is in Steam\steamapps\common\natural selection 2\ns2\lua
It should be 23kb in size, and in the same folder as 375 other lua files.
Okay, the one you want is in Steam\steamapps\common\natural selection 2\ns2\lua
It should be 23kb in size, and in the same folder as 375 other lua files.<!--QuoteEnd--></div><!--QuoteEEnd-->
/rofl
Whew- I thought i was going crazy! Thanks for teh tip. +1
i dont know how you have the time, but your boredom has been consistently leading to a better NS2... please don't get a job or anything like that, you're needed here more :)
Hey.
Some gotta start.
Some gotta be a part of started things.