Mordeth
Administrator
Posts: 1704
Registered: 05-00 |
I'm currently defining some "ambient sound" objects in EDF, by making invisible objects with a PlaySound pointer. This works realistically for short, non-looping sounds. Looping, and especially long duration looping sounds, have some problems I can't seem to get rid of. When walking/running towards the source, the sound starts playing too late and suddenly (at high volume) instead of gradually increasing in volume.
I suspect it's because sound volume gets determined only when the PlaySound pointer gets called. So probably the engine does not keep track of sounds that are supposed to be playing outside the player's range, so is not able to smooth up the volume when the player does move into range.
Does anybody have some pointers on how to improve this?
Only solution I can think of at the moment, is to cut up a long sound into smaller bits and call on them sequentially to create a long duration looping sound. I'd rather not do that, since I'll end up with loads of sound entries that way.
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