Proliffia on 5/6/2018 at 00:30
When the alarm system in my mission goes off, it seems to block all kinds of other sounds - footsteps, AI, projectiles, etc. I don't know if this is just the way it usually is or if there's a way around it? I've already searched for related threads and haven't found any. Does anyone have any ideas?
john9818a on 5/6/2018 at 05:56
It might be the same problem that occurs in the OM "Framed" and it might be due to too many alarms.
Niborius on 5/6/2018 at 07:53
I haven't experienced this before, but what if you change the amount of audio channels in the Esc menu of Thief?
Proliffia on 6/6/2018 at 02:51
I tried changing the setting in the esc menu, but it didn't seem to help, however, I seem to have fixed the problem by removing the alarm sound from most of the lights, only leaving a few of them that produce the "ringing alarm" sound and letting the rest simply light up.
Yandros on 6/6/2018 at 11:07
Oh, right, that makes sense. It wasn't clear in your first post that there were multiple/many alarm lights.
john9818a on 6/6/2018 at 22:28
I wasn't clear either as I am beta testing this mission. There must be some kind of limit in the sound system. I've noticed similar problems when large numbers of explosives are detonated simultaneously.
Yandros on 7/6/2018 at 03:59
Yep, I think it's the Audio Channels setting in the audio properties menu, as Niborius suggested already.
john9818a on 7/6/2018 at 08:21
It could be, but I'm not sure how AI voices would tie into this. Technically they are playing wavs just like the alarms, but even when 100 AI are speaking at the same time the audio never drops.