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soundPitch parameter has no effect in playSound3D
Assigned, WishlistPublic

Description

Running playSound3D with different values passed as pitchSound has no noticable effect on the actual pitch of the resulting sound.

There have been no actual changes made to the scripts using this feature, and they suddenly no longer affect the pitch.

The same effect can be observed running the command in the console.

The same effect applies whether a vanilla asset is used or a custom mission sound file.

No errors in RPT. No other defects observed in any scripts.

Details

Legacy ID
55280803
Severity
None
Resolution
Open
Reproducibility
Always
Category
Scripting
Steps To Reproduce

Start an Editor session or log into Server to access the console.

Using a vanilla asset:

playSound3D ["a3\sounds_f\sfx\blip1.wss",player,false,getPosASL player,10,1,8];
playSound3D ["a3\sounds_f\sfx\blip1.wss",player,false,getPosASL player,10,0.01,8];
playSound3D ["a3\sounds_f\sfx\blip1.wss",player,false,getPosASL player,10,10,8];

The sound heard has the same exact pitch.

Additional Information

This may have been an issue for a while, I have only just used this script to notice it.

I have searched the tracker for existing tickets but could not find one relevant.

Event Timeline

ACyprus edited Steps To Reproduce. (Show Details)Jan 23 2016, 5:00 PM
ACyprus edited Additional Information. (Show Details)
ACyprus set Category to Scripting.
ACyprus set Reproducibility to Always.
ACyprus set Severity to None.
ACyprus set Resolution to Open.
ACyprus set Legacy ID to 55280803.May 8 2016, 1:33 PM
ACyprus edited a custom field.

Hello,

thank you for your feedback. Could you please try to switch to the RC version of the game and see whether this issue is still present?

Thank you

ACyprus added a subscriber: ACyprus.May 8 2016, 1:33 PM

Thank you, this has been resolved (I tested on today's production release version).

:D