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Positional sound not playing if you walk into range #3559
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This sounds like that the close bystanders are only checked at the start of the sample, but not while its playing. |
IMO we should add the ability to connect sounds to SAOs. Then we get moving sounds for free, and solve this problem too (play a sound as long as the object is loaded by the client). |
It does get tricky if a node is "playing" the sound, such as machinery. There's no SAO for the node, and the client may have the node loaded from a hundred nodes away. |
I guess the current system was designed for short sounds. |
Still no reason to close it. |
I'm not suggesting closing it, i didn't even add 'possible close'. |
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This sounds like a bug to me |
Oops sorry, i shouldn't have treated something labelled as a 'bug' like this, my mistake. |
If a friend plops down the sound outside of our hearing range (defaults to 32), we will never hear this sound, even if we walk right next to where the sound is coming from.
Thoughts, anyone?
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