This is really just a minor little 'bug' and I was going to fix it, but it appears to be more complicated than I anticipated.
Sound file in question: AmbientDistantHowl
Where It Should Play: Graveyards At Night (On Loop like cricket Ambient or like Birds during Day)
The sound doesn't appear to ever trigger when at Crypts\Graveyards - so at first I just thought the frequency was toned down - since it was bordering on excessive in classic - but after I never heard it - I went to investigate and possibly fix it.
However, - when I look at AmbientEffectsPlayer.cs - I do not see it referenced anywhere (it's ID'd in soundclips.cs though with 0 references) - and it also doesn't appear like the engine recognizes the exterior of a Crypt as separate from the exterior of a Dungeon. I also do not see exterior references as far as for sound for either one of them here - the only separate dungeon ambiance is while IN a dungeon. Not when outside a Dungeon OR outside a Crypt.
Afaik, then this sound as well as possible any other sound (like AmbientCreepyBirdLaughs) will not play in the exterior of a Graveyard or Crypt.
I would add it - but I don't know how since there doesn't appear to be something setup in AmbientEffectsPlayer that currently distinguishes the location for audio purposes.
Post here if you need help getting started with Daggerfall Unity or just want to clarify a potential bug. Questions about playing or modding classic Daggerfall should be posted to Community.
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