#Enemy Sound Fixes
1079 messages · Page 2 of 2 (latest)
ambience has always happened on snowy moons
v80 fixed a bug that made music much rarer than it was supposed to be (but i fixed the same bug with butteryfixes for years so if you use that it's not a new change)
was probably a combination of those two then
it is a very minor thing but with buttery fixes installed when you store a "glitched" flashlight it does not work anymore (the glitch i am referring to is one where you repeatedly drop and pick up a flashlight which will cause it to have infinite battery)
both videos have the identical modpack besides one having buttery fixes installed and the other one having it disabled
am i correct in assuming the clip where it turns off in your pocket is with BF enabled? because if so, im probably not going to "unfix" this
yes
i've never purposefully tried fixing flashlight exploits like this but i think the fix i made for having multiple lights on in your inventory on at the same time caused some of them to break
it is a bug anyways so it is understandable
but then I added the PatchPocketLights setting to disable those patches and i was told that didn't even make the problem go away
and then zeekerss apparently patched one of the infinite flashlight bugs in v80+ too
so it just doesn't seem like it's worth adding a special case to support it anyway
i only know that hq players have been using the new exploit to get a similar effect to the old glitch
i was just wondering why it stopped working suddenly after adding a couple of mods
but leaving this "unfixed" is perfectly fine imo (most people using fix mods in general dont use any exploits like that)
this latest update adds a new feature i am very proud of
i restored this unused audio clip
now when
- you do not have an activated walkie in your inventory
- you are standing near an activated walkie (on the floor, or in someone else's inventory)
- someone is speaking into another walkie
you can hear this SFX on the radio
so you know when other players are communicating (although you still must have your own walkie to actually receive the transmissions)
it's a really cool and immersive bonus and i had a lot of fun experiencing it in testing
dealing with the laser pointer icon has reminded me that the same inconsistency with the click sounds from the green flashlight is also present with the laser pointer, whoops
lol
whenever you turn off the disco ball its volume gets much louder than it's probably supposed to as the music is winding down, and i think it sounds pretty bad
i'm sure this is something most people have noticed about the disco ball but i think it would be nice if it were fixed
lol
i think ive always subconsciously noticed but until you pointed it out i never really realized it
it looks like this is probably a bug
judging by the code flow
found another one: the garbage lid's audio source is weird (i don't know how you'd describe this but it's like lower quality than other audio sources. this is pretty common in modded items like immersivescraps and wesley's shotguns and stuff)
i've put DropMetalObject4 onto the tea kettle for a side by side comparison, hopefully that makes it easier to tell
the garbage lid has an OccludeAudio component assigned and the tea kettle does not
it appears zeekerss was just, in general, very inconsistent about the rules he used to assign this component to items
most equipment items have this component attached
many of the v60 scraps have it (zed dog, toy train, garbage lid, soccer ball, control pad, clock, the maneater)
not an exhaustive list of course (although i could make one)
no idea what the intended behavior is but i'd venture a guess that all items are supposed to have it attached??
that's the script that muffles sounds behind walls and stuff
hmm
hey so, the Cadaver plant dying sound is missing in the main game
noticed that when doing my variants
okay so this is the total list of items which are not occluded
7Ball
Airhorn
BabyKiwiEgg
Bell
BigBolt
Binoculars
BottleBin
Brush
Candy
CardboardBox
CashRegister
ChemicalJug
ClownHorn
Cog1
ComedyMask
Dentures
DustPan
EggBeater
EnginePart1
FancyCup
FancyLamp
FancyPainting
FishTestProp
FlashLaserPointer
Flask
GiftBox
GoldBar
GunAmmo
Hairdryer
Key
LungApparatus
MagnifyingGlass
MapDevice
MetalSheet
MoldPan
Mug
PerfumeBottle
Phone
PickleJar
PillBottle
PlasticCup
RedLocustHive
Remote
Ring
RobotToy
RubberDuck
SeveredBone
SeveredBoneRib
SeveredEar
SeveredFoot
SeveredHand
SeveredHeart
SeveredThigh
SeveredTongue
SodaCanRed
SprayPaint
SteeringWheel
StopSign
TeaKettle
ToiletPaperRolls
Toothpaste
ToyCube
TragedyMask
WalkieTalkie
WhoopieCushion
YieldSign
ZapGun
and this is the total list of items that are occluded
BeltBag
Boombox
Clock
ControlPad
DiyFlashbang
EasterEgg
ExtensionLadder
Flashlight
GarbageLid
Jetpack
Knife
LockPicker
ProFlashlight
RadarBooster
Shotgun
Shovel
SoccerBall
StunGrenade
TZPInhalant
ToyTrain
WeedKillerBottle
Zeddog
i was thinking "it's probably just every equipment item + every scrap from v60" using occlusion and everything else lacking occlusion
but that's not even consistent
classic
toilet paper lacks occlusion
walkie talkies and zap gun lack occlusion
also knives and easter eggs have occlusion
i could at least understand the knife maybe being based on the shovel prefab
but like
literally what is the consistency
i think i might trial a setting for this in the next version
to just add occlusion to all vanilla items
and then if there are problems with it, it can be disabled outright, and i could blacklist specific items (if necessary)
probably wont even enable it by default because i do anticipate there will be a pretty hefty performance impact from doing so
average zeenanigans
Although, im even more curious as to what it even does?
Specifically why it changes how things sound like when they are NOT occluded
if (this.occluded)
{
this.lowPassFilter.cutoffFrequency = Mathf.Lerp(this.lowPassFilter.cutoffFrequency, Mathf.Clamp(2500f / (Vector3.Distance(StartOfRound.Instance.audioListener.transform.position, base.transform.position) / (this.thisAudio.maxDistance / 2f)), 900f, 4000f), Time.deltaTime * 8f);
}
else
{
this.lowPassFilter.cutoffFrequency = Mathf.Lerp(this.lowPassFilter.cutoffFrequency, 10000f, Time.deltaTime * 8f);
}
looks like this is happening every frame
and this is probably the biggest difference maker
oh I see, so its just cutting out the high frequencies at all times? great, thank you zeekers
oh it's, zeekerss making all the high frequency from items be cut at all times but especially when behind a wall
also buttery is that something you'll take care of with enemy sound fixes or not? cuz it's really minor in a sense
i already fixed this
v1.9.1
- Fixed Cadavers not playing audio when destroyed with weed killer
I noticed turrets don't make their berserk audio if somebody else hits the turret
Mainly because it got me killed last night from honee smacking it, had no idea it was even hit until I was dead
[21:34:59.8596797] [Error : Unity Log] Error: Cannot create FMOD::Sound instance for clip "CompanyCruiser_EngineRun" (FMOD error: File not found. ) As long as the cruiser is on, this is gonna log spam.
siiigh
i was worried that would happen after i pushed the update
i realize i forgot to do something
but it's weird because it worked for me in testing
idk why
im not at my computer but i will push 1.9.12 when i can
i forgot to respond to this earlier but i think this is maybe rooted in a couple different things
because im pretty sure ive tried whacking a turret while it's already firing (in solo) and it doesnt even berserk at all