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Post by swarm on Apr 24, 2014 2:44:26 GMT 1
While I was doing a project with my brother he said he survived the flood... He put water all over the place while I had an impulse gun to test something he deleted the water but when I was impulsing while the water was gone it made the impulse sound as if I impulsed underwater. However, This attempt must be done in a project. Experiment Step one: Make sure two people are willing the attempt. Step two: The player grabing the impulse gun, Grab it before your partner floods the area. Step three: Your partner should now put the water plain. Step four: Your partner should now delete the plain. Step five: Impulse and now your impulse gun should sound as if it is underwater.
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Post by Jatsu on May 7, 2014 17:46:17 GMT 1
Sorry for bumping an old post, but I tested something similar to this last night and remembered someone had posted about it.
All sounds on the "drowned" player will continue to play echo sounds as if underwater for the entire remaining session. However, I found it's only persistent this way if HD mode is turned on beforehand. Here were my steps to reproduce:
1. Enter a project with two characters. 2. Turn HD mode on. 3. Leave one in play mode, the other in edit mode 4. With the character in edit mode, spawn a water plane underneath the playing character 5. Drag the water plane above the playing character 6. Delete the water plane ~~~ For a few seconds, the playing character will be swimming in midair - if they start falling they'll start falling as if they're swimming ~~~ 7. Have the playing character pick up a weapon that makes noise or use a sound emitter -> You'll find that the playing character will be hearing noise echoes as if they're underwater, but are not. Even entering edit mode and returning to play mode doesn't resolve the sound problems. I also tried spawning a new water plane under the playing character, but it persisted. Even going to a much higher height than where the original water plane existed didn't fix it. Only refreshing will.
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Post by skinke on May 14, 2014 14:51:13 GMT 1
The bug is already in the database, thanks for the report
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