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IDProjectCategoryView StatusDate SubmittedLast Update
0000499Zandronum[All Projects] Suggestionpublic2011-06-20 22:112012-03-27 19:37
Reporter_Blades_ 
Assigned To 
PrioritynormalSeverityminorReproducibilityhave not tried
StatusclosedResolutionno change required 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version 
Target VersionFixed in Version98d 
Summary0000499: Surround Sound Capability
DescriptionIs this an improvement to an already-existing feature, or a new feature entirely?
improvement

If an improvement, what original feature is it improving upon?
Sound / Ability to detect direction of object producing sound

How would this work?
selection from options in sound menu

Can you give an example in how useful this feature would be?
A feature like this would be *great* for mods such as All Out War 2.. trying to pinpoint the origin of c4 or a beacon,
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-  Notes
User avatar (0001929)
_Blades_ (reporter)
2011-07-23 17:30

man that sounds like a great idea!
User avatar (0001956)
_Blades_ (reporter)
2011-07-25 21:07

I agree!
User avatar (0001957)
unknownna (updater)
2011-07-25 23:02
edited on: 2011-07-25 23:05

From what I can tell (G)ZDoom/Skulltag already supports surround sounds. Go to "Options -> Sound Options -> Speaker Mode" and set your preference there. You can also try to enable the HRTF filter.

beacon/ionbeep com_ion_
beacon/nukebeep com_nuke
$rolloff beacon/ionbeep 2000 5000
$rolloff beacon/nukebeep 2000 5000


According to the code, the sound starts to drop-off in volume when you're 2000 map units away from the source. This can make it difficult to pinpoint the location of the beacon, but it seems to be the intended behavior. If you wish to have this changed you're going to have to talk to the AOW2 developers here and/or here.

'http://zdoom.org/wiki/SNDINFO [^]'

$rolloff soundname <type>

Sets the attenuation for the sound. <mindist> (default 200) is the distance from the center of the sound trigger at which the sound is played at full volume, after which the sound drops off in volume until it hits <maxdist> (default 1200) is the distance at which the sound becomes inaudible. This allows different sound curves to be defined on a per-item basis.



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- Issue History
Date Modified Username Field Change
2011-06-20 22:11 _Blades_ New Issue
2011-07-23 17:30 _Blades_ Note Added: 0001929
2011-07-25 21:07 _Blades_ Note Added: 0001956
2011-07-25 23:02 unknownna Note Added: 0001957
2011-07-25 23:05 unknownna Note Edited: 0001957 View Revisions
2012-03-27 19:37 unknownna Status new => closed
2012-03-27 19:37 unknownna Resolution open => no change required
2012-03-27 19:37 unknownna Fixed in Version => 98d






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