When Ifrits or Striders lose some traction on certain surfaces (such as gravel roads or hills), a tire sound is played without 3d positioning or distance attenuation, as if it's coming from inside your head, even if the vehicle in question is hundreds of meters away. The cause of this problem seems to be an error in the config: of the affected CfgVehicles classes, _x >> "Sounds" >> "soundSetsExt" includes the soundset "Tires_Movement_Dirt_Int_01_SoundSet", instead of "Tires_Movement_Dirt_Ext_01_SoundSet".
Description
Description
Details
Details
- Severity
- Minor
- Resolution
- Fixed
- Reproducibility
- Always
- Operating System
- Windows 10 x64
- Category
- Sound
Steps To Reproduce
- Have an AI or player in an Ifrit or Strider drive tight circles on a hill
- Stand 300 meters away
- Hear loud tire sounds inside your head
Additional Information
Affected CfgVehicles classes are:
- MRAP_02_base_F
- MRAP_03_base_F
- MRAP_02_hmg_base_F
- MRAP_02_gmg_base_F
- O_MRAP_02_F
- O_MRAP_02_hmg_F
- O_MRAP_02_gmg_F
- MRAP_03_hmg_base_F
- MRAP_03_gmg_base_F
- I_MRAP_03_F
- I_MRAP_03_hmg_F
- I_MRAP_03_gmg_F
- O_T_MRAP_02_ghex_F
- O_T_MRAP_02_hmg_ghex_F
- O_T_MRAP_02_gmg_ghex_F
Reddit thread from somebody with what seems to be the same problem
This is on the main branch, version 1.98.146373.
Related Objects
Related Objects
Event Timeline
Comment Actions
created a YT video for repro https://youtu.be/Yyt0fK5wBkg the "2d" tire sound is continuous if these cars reversing
Apparently this problem persists if you are 580 meters from the Strider or 700 meters from the Ifrit
[? related issue type as in T167073 ?]