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Make Sid's Dialogues Positional Audio

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  13:24:55  19 February 2013
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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

  08:21:28  5 March 2013
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4286
It might be more trouble than it is worth. You could use the normal game_object:play*() commands for Sid even if he is a monster. Problems might arise from synchronization with the animation commands.

The tutorial stuff you might want to leave as is.
  05:43:58  6 March 2013
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
Messages: 567
Yea, that is what I figured - probably too much effort required for such a small change. Oh, well. Thanks.
 
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