Daemonion
All About Audio (Resident)
On forum: 09/27/2011
 Message edited by: Daemonion 02/19/2013 13:59:47
Messages: 567
|
Make Sid's Dialogues Positional Audio
Currently, most characters in the game will speak to you from their physical location. Wolf, Fox, etc, have their "voice" originate from their models.
When Sid speaks to you in his bunker, all of his audio originates in the player's head; in other words, the audio doesn't actually come from Sid, even though Sid is talking.
I'd like to find a way to make Sid talk from his mouth, and not directly (telepathically? ) into Marked One's head. I think that mob_trader.script might be the place to start.
I also found the function play_sound_now which plays sound from the selected object.
function play_snd_now(actor, npc, p)
xr_sound.set_sound_play(npc, p[1])
end
|