[RESOLVED 0.10.14] Dead body drop sound volume
- Yagiza
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[RESOLVED 0.10.14] Dead body drop sound volume
Sound, which played when enemy died, played at maximum volume even if SFX volume set to zero. Other SFX played with correct volume.
- pango
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Re: Dead body drop sound volume
Good spotting! It seems to be the only use of AudioSource.PlayClipAtPoint() in Daggerfall Unity, so it was forgotten and not updated like other sounds generation.
Interestingly, PlayOneShot() is not used here because the enemy body is just about to be deactivated (and so would its audio sources), while the corpse has no audio source; So the simplest solution seems to have been to play a sound detached from any game object...
Interestingly, PlayOneShot() is not used here because the enemy body is just about to be deactivated (and so would its audio sources), while the corpse has no audio source; So the simplest solution seems to have been to play a sound detached from any game object...
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- pango
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Re: Dead body drop sound volume
I submitted a PR
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- Interkarma
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Re: Dead body drop sound volume
Thanks for the quick fix Pango.
- pango
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Re: Dead body drop sound volume [FIX UPLOADED]
This should be fixed since 0.10.14
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart