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Interior Footstep Sounds Missing (Experimental,0.44.123800 )
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Description

It seems that certain interior spaces are missing their footstep sounds. It allows for moving 100% silently in doors. It seems only certain ground-types are silent and some still work as intended. Example: Red Brick Building, cafe region is silent when walking on it, but back rooms (wood floors) are audible as usual.

Details

Legacy ID
1969557972
Severity
None
Resolution
Open
Reproducibility
Always
Category
Sound
Steps To Reproduce

Walk into interior spaces and listen for footsteps based on ground-type.

Additional Information

Tested in Polana.

Event Timeline

Acebane edited Steps To Reproduce. (Show Details)Apr 17 2014, 1:30 AM
Acebane edited Additional Information. (Show Details)
Acebane set Category to Sound.
Acebane set Reproducibility to Always.
Acebane set Severity to None.
Acebane set Resolution to Open.
Acebane set Legacy ID to 1969557972.May 8 2016, 5:53 PM
Acebane added a subscriber: Acebane.

Appears that multiple surfaces, even outdoor ones are missing sounds. For example, the North West Airfield tarmac doesn't make a sound when running on it.

kakan added a subscriber: kakan.May 8 2016, 5:53 PM
kakan added a comment.Apr 17 2014, 2:26 PM

^ can confirm

Unknown Object (User) added a subscriber: Unknown Object (User).May 8 2016, 5:53 PM
Unknown Object (User) added a comment.Apr 17 2014, 2:36 PM

airfield jailhouses has also no surface sound.
runnin exact in the middle of roads has also no surface sound.

It could be dependend on Footwear. I remember doing footsteps with military boots in buildings, while my other char has sneakers can sneak around silently inside buidings. I am going to check this confirm if it's a bug or by design.

this bug will be related to the odd bug from the previous build, where sprinting with 2 handed melee created only a walking footstep audio to play. i find that actually the sound for the footsteps now just comes and goes as i run around. i have run around over space where the footsteps are silent, to have them magically come back, so i dont think it is certain areas, but actually more dependant on something else, ie player movement itself, possibly maybe a fault in the new code used to fix the bug i mentioned before

teapot added a subscriber: teapot.May 8 2016, 5:53 PM

The sound effect of walking on different surfaces is inconsistent. Playing the game in an urban setting for approximately 10 minutes will confirm it.