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#1
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Currently, create noise is not affected by how far away you get from the object emitting the noise. If I activate a noise from 4000 coordinates away, it sounds like I'm right beside it.
For example, I have code when if I open a door, the door shuts 5 seconds later on its own and emits a creaky door noise. If I run 100 feet away in those 5 seconds, I need that noise to be affected by radius. It's brutal hearing that closing door creak at full volume when I'm so far away. The command needs a tag to let it act like create sound and be affected by the distance between your avatar and the object emitting the noise. |
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#2
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the entire sound/noise command really needs a bit of a redo. We need so many easy little features that have strangely not been added. We need a volume option, a radius option, and a sort of "smooth" or "fadeout" option specifying if the sound slowly or abruptly goes to 0 volume once the radius is reached. For instance radius=20 smooth would mean a sound would be at full volume when you're right next to it, and fade to 0 volume over 20m. Stuff like this are pretty simple features but they would revolutionist and add so much functionality to aw in terms of handing sound effects
Last edited by Baro; 11-05-2009 at 02:49 AM. |
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#3
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http://forums.activeworlds.com/showthread.php?t=10118 has some things that could be added to this thread, like a general fade. I don't quite understand the purpose of a lack of fading with distance in the first place.
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#4
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I did noticed those oddities lately but I didn't think much of it. Now that you mention it, I agree we seriously need fading. Lack of fading kills realism, audio-wise.
I second this. |
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