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[1.0.0] Audio Prototype for aggregations don't apply

Posted: Thu Sep 10, 2020 5:10 pm
by larandar
Hi,

I'm going crazy here and second-guessing myself because I never modded on the audio side. But from what I tried it seem like the aggregation prototype is not applied in the "picked_up_item".

Here is the code I tried:
help_please.png
help_please.png (217.22 KiB) Viewed 1550 times
Whatever combination of settings I the sound effect always overlaps/restart if a new item is picked-up, but from my understanding

Code: Select all

{max_count=1, count_already_playing=true, remove=false}
should wait until the end of the sound for a new one to play.

So I see 2 potential problems:
  • The documentation of the prototype is not explicit about what can/cannot be done, and how.
  • The audio system does not take aggregation into account? It seems to have a really small impact but picking items from belts just ignore it.
With the thanks of @totalnugget on discord, I also tried the table of prototypes and see if variations are required but no luck.

Also in attachment the mod.

Re: [1.0.0] Audio Prototype for aggregations don't apply

Posted: Fri Sep 11, 2020 5:29 am
by Rseding91
The "aggregation" logic only applies if the game plays sounds using a specific method. Most sounds do not use that method. It was added for a few parts of sound logic and mostly things just don't use it and we aren't looking to change how all sounds get played because the aggregation logic really doesn't work for most things.

Sounds work best when *all* of them play all the time and the volume is adjusted based off the distance from the player. Everything else just fails in some way.

Re: [1.0.0] Audio Prototype for aggregations don't apply

Posted: Fri Sep 11, 2020 6:41 am
by larandar
OK thanks, then I will fallback to script logic.

Can the documentation be clear about that point? I also found that the "remove" and "max_count" arguments are not described nor the default value explain (I suppose max_count = 0 mean there is no limitation)