2025-07-20 22:58 CEST

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IDProjectCategoryView StatusLast Update
0002025Spring engineGeneralpublic2010-08-20 13:45
ReporterForboding Angel 
Assigned Tohoijui 
PrioritynormalSeverityminorReproducibilityalways
StatusresolvedResolutionno change required 
Product Version0.82.2 
Target VersionFixed in Version 
Summary0002025: Sound stuffs like air absorption, pitch, etc do not affect lasers
DescriptionAnd hasn't for a very long time. I reported this a long time ago, but apparently it was closed or something or maybe I jsut reported it on the forums, hell I dunno.
TagsNo tags attached.
Checked infolog.txt for Errors
Attached Files

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-Notes

~0005246

hoijui (reporter)

there is no difference between how weapon sounds are treated, depending on the weapon.
i did tests in BA, and i would think that lasers are affected less, but they surely are affected, which gets clear with eg "/set snd_airAbsorption 0.5".

possible explanations:
* fireSoundVolume of lasers is a lot higher/lower then for other weapons
* due to the nature of laser sounds
all this combined with imperfect distance calculations used by OpenAL (performance reasons).
.. something like that.

would be good if you could make tests with different sounds for different units.
eg, give plasma sound to a laser unit and vise versa, if you care enough. ;-)

~0005249

Forboding Angel (reporter)

Could you please give this a go with the allterrain units in evo revision 598+?

The laser sounds are the same volume no matter if you're 2 feet away or 2 miles in the air.

~0005259

hoijui (reporter)

did you try this?
/set snd_airAbsorption 0.5

this is not about the volume (which is not currently configurable this way -> harder to test). will check with lasers in evo.

~0005317

hoijui (reporter)

i tested with evo with the immolator.
indeed, it does not matter for distance to camera. neither the volume nor the air-absorption. so it is surely not a problem with air-absorption, but with the distance calculation not working or not applies cause of some reason.
What currently seems most likely to me, is that something is different with the used sound file. for example, it might be stereo, while all the others are mono.

please try using the same sound file for other units/weapon types, and see what happens. .. or.. just compare the details of the sound files, where it might differ from the rest.

~0005324

Forboding Angel (reporter)

Ok problem is solved.

Valid sound formats for use with spring are:

8bit mono

and

16 bit mono

(Do not use stereo!)
+Notes

-Issue History
Date Modified Username Field Change
2010-08-13 22:16 Forboding Angel New Issue
2010-08-13 23:47 hoijui Note Added: 0005246
2010-08-14 00:04 Forboding Angel Note Added: 0005249
2010-08-14 13:46 tvo Product Version 0.82.0 => 0.82.2
2010-08-14 15:49 hoijui Note Added: 0005259
2010-08-14 15:49 hoijui Status new => assigned
2010-08-14 15:49 hoijui Assigned To => hoijui
2010-08-19 15:29 hoijui Note Added: 0005317
2010-08-19 21:07 Forboding Angel Note Added: 0005324
2010-08-20 13:45 hoijui Status assigned => resolved
2010-08-20 13:45 hoijui Resolution open => no change required
+Issue History