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VIS optimization also affects in-game sounds. It's this way since Q3A, but is it expected? #79
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Probably worth to note is that Q3 had very basic sound support. In opposite to later titles (based on idtech3), Q3 never supported different sound ranges/distances. Thats bad. Just imagine you play all the sounds even if they are behind a wall, for example an explosion, than footsteps and all other dynamic sounds are played as well, and you have no real opportunity to determine how far the sound will be hearable. It would be very noisy. Later games like ET have a few more parameters to determine range and volume. Q3 didn't offer these values. The engine (API) is very limited in this regard, though you can 'fake' more silent sounds by play two differnt sounds per distance (mod sided), RtCW did this for dynamte iirc. |
Tobias, I just tried that in the original Q3 engine. Ambient sounds (or at least target_speaker) actually fade in/out as you get closer/farther to their origin, but in-game sounds like explosions are played at full volume until they are too far and they disappear completely all of a sudden. So there, in-game sounds there are blocked by both VIS and an invisible "sphere" of a certain diameter around you, I guess. |
Yes. Unfortunately I don't know how to fix this situation concerning an engine that should stay compatible to vanilla Q3a mods. |
While doing some tests about a bug where target_speaker sounds are abruptly stopped due to VIS optimization in OpenAL mode (#78), I noticed that VIS optimization also blocks in-game sounds (e.g. grenades bouncing and exploding), but in this case it's not an OpenAL-specific issue, it's a behavior since the original Q3A binaries. This one does not affect target_speaker.
So, I wonder whether it's meant to be this way as part of the optimization (e.g. to reduce network traffic - but I have no idea whether the server considers this stuff or not) or it's just an overisight by id software.
While the other one is certainly a bug, I don't know whether this one should be "fixed" or not... I mean, on one side I see no reason why I should turn around a column and stop hearing the footsteps and shots of my opponent which may still be just 1 meter away from me... on the other side, an updated engine might provide a slight but unfair advantage over those using classic engine.
Any thoughts?
audiotest.zip
Attached, a test map (compiled with and without VIS phase) I made which allows to test both issues. Includes a readme file where I explain the tests in more detail. It's gplv2+.
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