Alexander_ on 2/8/2014 at 22:09
Edit: I seem to have solved the problem by deleting the ambienthacked property from the player's starting point, and just making a second marker next to it that produces the environmental wind sound.
Having a problem in dromed. I've given the player's starting point in the mission the ambienthacked property, with an environmental sound - wind, because they start outside.
The player starts outside and then goes inside a house. I've rigged up a smooth fade-out of the wind noise at the doorway: at the doorway, there is a silent environmental sound just inside the house, the same environmental wind sound in a marker outside the door, and an overlapping, no-flags wind sound overlapping both, to smooth the transition. It seems to work well.
A few feet further into the house (the front door enters into a hallway going straight forward), there's an additional marker with a third environmental flag, playing music. Everything seems to work fine, except that once I'm inside the house and the new music is playing, if I crouch or mantle something, the environmental sound immediately defaults back to the initial wind sound that plays when the player first spawns.
The house has a second floor and it happens on both floors, with both crouching and mantling.
The problem occurs both in rooms that are roombrushed and in those that aren't. It's occurring far away from the radius of any of the sound markers.
Does anyone know what could be causing this?
Also: the radius on the starting point marker is 1. I tried upping it to 5 out of curiosity, and it causes the wind noise to persist everywhere I go, ignoring all other markers. Help?
Edit: Solved - see top of post
Yandros on 2/8/2014 at 23:11
Yeah. If you put an environmental ambient on the starting point, it will change when you get within the set radius of another one, but revert as soon as you leave its radius (which is not what you expect from env ambients).