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[Sound] Ambient sounds - Fade distance support (duplicate)

 
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Aeyesx
Dominating!


Joined: 13 Oct 2012

PostPosted: Sat Mar 31, 2018 6:39 pm    Post subject: [Sound] Ambient sounds - Fade distance support (duplicate) Reply with quote

Hi,
I'd like to reguest a feature from zdoom that comes from zdoom (perhaps hexen) and its bassicaly parameter for ambient sounds - fading distance. Default one is huge radius (1200?) units and thats pretty much unsuitable for using more then few in one map.

The zdoom wiki describe's it as follows
https://zdoom.org/wiki/SNDINFO

$rolloff soundname <type>
Sets the attenuation for the sound. <mindist> (default 200) is the distance from the center of the sound trigger at which the sound is played at full volume, after which the sound drops off in volume until it hits <maxdist> (default 1200) is the distance at which the sound becomes inaudible. This allows different sound curves to be defined on a per-item basis.

If a type is specified, then ZDoom uses one of the predefined methods to compute rolloff.


Available types are:
custom — Uses a lookup table.
linear <min distance> <max distance> — Uses a linear method to adjust the sound volume to the distance.
log <min distance> <rolloff factor> — Uses a logarithmic method to adjust the sound volume to the distance; anything closer than min distance is full volume and beyond that it has a scalar that controls how quickly the volume drops off.

What it looks like in editor:
Even few sounds do have a giant radius that cannot be resized,
So even partial implementation would be great. It seems that this can be defined either by SNDINFO or doom builder.

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Krawa
There is a limit


Joined: 23 Nov 2008
Location: #SDA

PostPosted: Sat Oct 20, 2018 8:26 pm    Post subject: Reply with quote

Rejected because of duplicate of Support for SNDINFO attenuation which will be implemented.
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Aeyesx
Dominating!


Joined: 13 Oct 2012

PostPosted: Sun Oct 21, 2018 12:06 am    Post subject: Reply with quote

cool Shocked thils will enhance atmosphere seriously
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