ID:2956487
 
Resolved
Sounds can now be linked to atoms and move with you thanks to the sound.atom and sound.transform vars. The relative x,y of the atom to the listener (virtual eye) will be run through a 3x3 matrix in sound.transform and the resulting 3D position added to the sound's existing x,y,z vars.
Applies to:DM Language
Status: Resolved (516.1648)

This issue has been resolved.
Sounds that update their 3D position without needing the server to manually do it every tick would be great.
Lummox JR resolved issue with message:
Sounds can now be linked to atoms and move with you thanks to the sound.atom and sound.transform vars. The relative x,y of the atom to the listener (virtual eye) will be run through a 3x3 matrix in sound.transform and the resulting 3D position added to the sound's existing x,y,z vars.
It's a real shame we can't hook into sound.volume to change it dynamically with this system.
A lot of games (SS13, at least) use custom falloff and occlusion logic, which makes this be unable to be used for those cases.

It might be hard to have a good API for that though.
All I can think of is some overridable proc that syncs up with the client when its return value changes or similar.
Hooking volume to this would be goated
Volume is already hooked up thanks to the falloff var. But handling occlusion is a very different animal. I think you'd really have to do that server-side.

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