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createSoundSource and say3D Volume Permanently Lowered by Being Inside Vehicle
Confirmed, NormalPublic

Description

Edit: Severity increased to Major, since this bug affects multiple positional sound commands (say3D and createSoundSource).

createSoundSource sound volume is permanently affected by being inside a vehicle (in 1st person camera view) at the time of creation. The volume appears to be permanently and significantly reduced. If the command is used when the player is outside a vehicle or when the player is inside the vehicle and in 3d person camera view, the volume appears to be normal and remains normal regardless of future behaviour.

I believe the sound reduction coef when inside the vehicle may be being incorrectly permanently applied to the sound volume of the effect.

Video Demonstration:
https://www.youtube.com/watch?v=ls_WojZV1_4&feature=youtu.be

I found a person who discovered the same issue in 2016:
https://forums.bohemia.net/forums/topic/189451-createsoundsource-volume-differs-by-crew-position/

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
Engine
Steps To Reproduce

_soundSource = createSoundSource ["Sound_Alarm", position player, [], 0];

Run the above statement in the following scenarios as a driver of a vehicle:

Create the sound source with the camera in 1st person view. The sound should be practically inaudible regardless of whether the player leaves or remains in the vehicle and regardless of camera view.

Create the sound source with the camera in 3rd person view. The sound should be as intended and volume should decrease/increase when camera view is inside (1st person) and outside (3rd person) the vehicle.

Event Timeline

PolarisGB updated the task description. (Show Details)Jul 21 2018, 4:29 PM
Wulf changed the task status from New to Confirmed.Jul 23 2018, 5:08 PM
Wulf added a subscriber: Wulf.

Hello.

Thank you for the report. We will have a look at it.

Quick update. I've also noticed the same behaviour with say3D. If you use the say3D command when inside a vehicle in 1st person the volume will stay significantly reduced regardless of future actions (exiting, changing view, etc).

PolarisGB renamed this task from createSoundSource Volume Permanently Lowered by Being Inside Vehicle to createSoundSource and say3D Volume Permanently Lowered by Being Inside Vehicle.Jul 27 2018, 6:47 PM
PolarisGB updated the task description. (Show Details)
PolarisGB changed Severity from Minor to Major.

I'm sorry, but that would not be for the reason the sound is on the outside, and with you is with the windows of the vehicle closed, the sound is generally perceived lower for who is inside the vehicle, at least it is so in reality.

PolarisGB added a comment.EditedAug 7 2018, 1:47 AM

You don't appear to be fluent in English, so I think you may have misunderstood what I wrote.

Realistic behaviour can be seen at 00:20s (https://youtu.be/ls_WojZV1_4?t=20) in the demonstration video. The sound is at maximum volume when the camera is outside the vehicle and a reduced volume when the camera is moved inside the vehicle. This ONLY happens if the camera is OUTSIDE the vehicle at the time the sound is created.

Unrealistic behaviour can be seen at the beginning of the video. If the camera is INSIDE the vehicle when the sound is created then the maximum volume is significantly reduced to the point where it is practically inaudible and the volume when the camera is moved outside the vehicle is a tiny fraction of what it was in the other scenario (camera outside when sound created).

The camera position (inside or outside the vehicle) at the time when the command is executed permanently affects the maximum volume of the sound played, which I sincerely doubt is intentional.

To give you an example with arbitrary numbers:

Camera INSIDE vehicle at time of sound creation:

Inside volume: 5%
Outside volume: 10%

Camera OUTSIDE vehicle at time of sound creation:

Inside volume: 50%
Outside volume: 100%

If the command was behaving consistently then the two scenarios should have the same volumes.

PolarisGB added a comment.EditedSep 6 2018, 5:24 PM

Does nobody on the development team care in the slightest that this bug, which could probably be quite easily fixed, completely ruins scripted sound effects?

Jaffa added a subscriber: Jaffa.May 20 2019, 9:24 AM
nomisum added a subscriber: nomisum.Jun 9 2019, 5:24 PM

came to my attention just now and its certainly a really nasty bug which cant even be workarounded properly.