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Soundcontroller 'interior' is not returned by any of the getters for soundcontrollers
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Description

The commands return every single controller except "interior", which is quite illogical:
SoundControllers

Details

Severity
None
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
General

Event Timeline

h- created this task.Sun, Jan 8, 11:05 AM

It is weapons and ammo sound controller only, we don't have those returned

BIS_fnc_KK removed BIS_fnc_KK as the assignee of this task.Wed, Jan 11, 1:49 PM
BIS_fnc_KK added a subscriber: BIS_fnc_KK.

would have been very handy and cheap way to detect i you are in a building :|

would have been very handy and cheap way to detect i you are in a building :|

this sound controller is for Man only so it cannot even be added to vehicle sound controllers. It has to be a separate command

BIS_fnc_KK changed the task status from New to Feedback.Thu, Jan 12, 8:07 PM
TRAGER added a subscriber: TRAGER.Fri, Jan 20, 4:07 AM
_inside = insideBuilding player;

returns "0" if player is on Eden-placed object


↑ related tickets:
https://feedback.bistudio.com/T153970
https://feedback.bistudio.com/T167078

@TRAGER does Eden placed house work?

@kju-PvPscene
In video? No, it's terrain house
But this will happens and with Eden placed houses too

h- added a comment.EditedFri, Jan 20, 9:11 AM

This has actually been plaguing the game since the soundupdate years ago that added these features, you can test this with the same pallet example:

  • place pallet inside a building like TRAGER did
  • preview, go in the building (terrain object), fire a shot -> gun interior sounds play
  • go over the pallet and fire -> no interior sounds

The same applies even if you're inside a building and just go one floor above the ground floor, for example building cargo_hq_v1_f.p3d -> interior sounds work on ground floor, go to the next floor inside and interior sounds don't play.

So good change to fix this bug hopefully, clearly the interior detection in-engine is a wee bit too simple. 🤔

Current sound selection is done via checking the surface sound name, if it starts with int_ then it is internal, if not then it is external, simple and cheap. the pallet inside is detected as outside because of that

I will close it as won't fix since there is no sinple solution that wont impact on performance. If you want a placeable object that would be detected as insideBuilding, mod it and change the surface from "wood" for example to "int_wood"

BIS_fnc_KK removed BIS_fnc_KK as the assignee of this task.Sat, Jan 28, 7:53 PM
BIS_fnc_KK closed this task as Resolved.
BIS_fnc_KK changed Resolution from Open to Won't Fix.

CfgSurfaces >> SurfIntWood for example

BIS_fnc_KK reopened this task as Assigned.
BIS_fnc_KK changed Resolution from Won't Fix to Open.

Revision: 150279

Tweaked

obj enableAudioFeature ["building_interior", true];

BIS_fnc_KK removed BIS_fnc_KK as the assignee of this task.Sun, Jan 29, 9:31 PM
BIS_fnc_KK changed the task status from Assigned to Feedback.
dedmen set Ref Ticket to AIII-55530.Mon, Jan 30, 10:09 AM
h- added a comment.Tue, Jan 31, 8:06 AM

I was about to suggest setObjectSurface command, but that works too :P
(not that setObjectSurface wouldn't have it's uses for someone I suppose)

The surface is type and type is every object of the same type plus it persists through the exe lifetime