
Thu Jan 05, 2012 7:38 pm
I seem to recall fading sound sources being one of the arguments for implementing zones.
Mewmew, if fading sound effects isn't implemented in the next few days, what you could do, and this will suck but it'll work, is create several consecutive zone rings around your source (or walls, if your source is a river or something elongated), and then attach a "read zone" command to an each-step script that checks which zone you're standing in, and plays a specific sound that you have assigned to that zone. The reason it will work is because you can have each zone play the same sound at a different volume level. The reason it will suck is because you'll have to manually rerecord those sounds at different volume levels, import each version of the sound effects, and script each version of the sound to stop playing as each new version is triggered. You'll also run the risk of the sound effect "skipping" as each new volume level will likely reset the sound effect.
But, volume fading will get implemented eventually. TMC has been talking about it since before zones were introduced. He's also, incidentally, been talking about scripts getting triggered upon entering and exiting zones, which he still hasn't had a chance to do, but has been saying he'll do for months now. (That's an elbow to the side, TMC, as I'm sure you've figured out.)
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