I think there should be a way to adjust the max distance of the programmable speaker. The range is too big right now IMO. Merely adjusting the volume doesn't really help, since I can still hear the sound, albeit not as loudly, from about half the screen distance away at the farthest zoom level. It's not consistent with the sound effect ranges of other entities, like belts and assembling machines. Therefore it sounds unnatural.
The falloff range could be adjusted together with the volume in a single slider, or it could be a separate slider.
P.S. some proper bell samples would be nice for train crossings. The closest we have to that right now is the 'triangle' sample which doesn't quite fit.
Falloff distance in addition to or as part of volume slider
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- SupplyDepoo
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Re: Falloff distance in addition to or as part of volume slider
I'm hoping they'll add spatial (I guess directional would be more accurate here) audio for the production release, it'd be awesome to "follow the sound" to find/get to/identify sources.
Re: Falloff distance in addition to or as part of volume slider
One little thing I keep finding myself wondering whenever I get my mind turned to the subject of positional audio in a 2D game: Which plane do you position the sound sources on? Do you put them on the X-Y plane to match the screen, or the X-Z plane to match where the character is moving around?quyxkh wrote:I'm hoping they'll add spatial (I guess directional would be more accurate here) audio for the production release, it'd be awesome to "follow the sound" to find/get to/identify sources.
Either way could be effective, but likewise could be confusing due to being perceived as not matching up with the player's visual experiences.
Maybe you need to make it an option so the user can pick which of the two fits them best?
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Re: Falloff distance in addition to or as part of volume slider
X-Y plane. Pretty sure that's how StarCraft and every other RTS with positional audio does it, and I've never seen anyone complain about it.Roxor128 wrote:One little thing I keep finding myself wondering whenever I get my mind turned to the subject of positional audio in a 2D game: Which plane do you position the sound sources on? Do you put them on the X-Y plane to match the screen, or the X-Z plane to match where the character is moving around?