Using a boat now sounds like a constant chalkboard
Very annoying to sail around the skellige islands with this super annoying loop of chalkboard playing. Was sure that wasn't the case in 1.08. I believe I've found the piece of offending code in boatComponent.ws
Any change greater than zero triggers the boat steering sound. Since you're constantly moving the boat this mean the steering loop plays ALL THE TIME. It's driving me nuts. It even keeps playing after the boat has stopped, probably because of a small rounding error that makes it greater than 0.
The code used to instead check:
Please, for the love of my sanity when sailing, change it back!
UPDATE: Tried modding it myself and this code is indeed the problem. I agree the previous version you really never heard the full sound. But reintroducing RUDDER_DIR_THRESHOLD and setting it to something a bit smaller like 0.015f allows the fuller sound to occur often enough without being this constant grating annoyance.
Very annoying to sail around the skellige islands with this super annoying loop of chalkboard playing. Was sure that wasn't the case in 1.08. I believe I've found the piece of offending code in boatComponent.ws
Code:
LogChannel('Boat', "Rudder change: " + change );
if ( change != 0.0f )
{
LogChannel('Boat', "Rudder SET dir: " + value );
boatAnim.SetBehaviorVariable( 'rudderAngle', value );
rider.SetBehaviorVariable( 'rudderDir', value );
if( !boatEntity.SoundIsActiveName( 'boat_steering_loop' ) )
{
boatEntity.SoundEvent( 'boat_steering_loop' );
}
steerSound = true;
rudderDir = value;
}
Any change greater than zero triggers the boat steering sound. Since you're constantly moving the boat this mean the steering loop plays ALL THE TIME. It's driving me nuts. It even keeps playing after the boat has stopped, probably because of a small rounding error that makes it greater than 0.
The code used to instead check:
Code:
if ( change > RUDDER_DIR_THRESHOLD )
Please, for the love of my sanity when sailing, change it back!
UPDATE: Tried modding it myself and this code is indeed the problem. I agree the previous version you really never heard the full sound. But reintroducing RUDDER_DIR_THRESHOLD and setting it to something a bit smaller like 0.015f allows the fuller sound to occur often enough without being this constant grating annoyance.
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