Elvas Tower: sound inside view - Elvas Tower

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#11 User is offline   palatino 

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Posted 17 July 2015 - 01:14 AM

It's OK :bigboss:

#12 User is offline   Csantucci 

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Posted 17 July 2015 - 02:08 AM

Fixed in x.3199. Thanks to Dennis and Palatino.

#13 User is offline   palatino 

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Posted 19 July 2015 - 09:34 AM

 Csantucci, on 17 July 2015 - 02:08 AM, said:

Fixed in x.3199. Thanks to Dennis and Palatino.


Where is 3199 ?

#14 User is offline   Csantucci 

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Posted 19 July 2015 - 11:33 AM

Automatic builds managed by James apparently have a problem.

#15 User is offline   Kazareh 

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Posted 20 July 2015 - 01:42 AM

I'm running x3202 and I still have this issue of the sounds suddenly getting loud in the passenger view, after switching to cab view in a tunnel.

#16 User is offline   dennisat 

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Posted 20 July 2015 - 05:27 AM

 Kazareh, on 20 July 2015 - 01:42 AM, said:

I'm running x3202 and I still have this issue of the sounds suddenly getting loud in the passenger view, after switching to cab view in a tunnel.


I assume you mean that you are hearing tunnel sounds in a car that has not yet entered the tunnel?

Dennis

#17 User is offline   Kazareh 

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Posted 20 July 2015 - 10:17 AM

 dennisat, on 20 July 2015 - 05:27 AM, said:

I assume you mean that you are hearing tunnel sounds in a car that has not yet entered the tunnel?

Dennis

That, and whilst in the tunnel, if I switch to the cab view, and then back to passenger view, the locomotive's sounds are loud like I am RIGHT outside the engine, rather than five cars back.

#18 User is offline   dennisat 

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Posted 21 July 2015 - 09:07 AM

 Kazareh, on 20 July 2015 - 10:17 AM, said:

... whilst in the tunnel, if I switch to the cab view, and then back to passenger view, the locomotive's sounds are loud like I am RIGHT outside the engine, rather than five cars back.


I'm sure that's not caused by my track type patch. It's more likely to be due to sound activation / deactivation conditions.

 dennisat, on 20 July 2015 - 05:27 AM, said:

I assume you mean that you are hearing tunnel sounds in a car that has not yet entered the tunnel?


Since the last patch to this, X3199, I haven't been able to re-create this problem. What route and activity are you running and is it freeware? I need to be able to run some traces to try and track down what's happening.

Dennis

#19 User is offline   palatino 

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Posted 23 July 2015 - 01:53 AM


Passenger view

is OK

cab view

is ok when locomotive alone
but when locomotive is with Consist, tunnel sound is aleatory (in cab view)

#20 User is offline   dennisat 

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Posted 23 July 2015 - 08:36 AM

 palatino, on 23 July 2015 - 01:53 AM, said:


cab view

is ok when locomotive alone
but when locomotive is with Consist, tunnel sound is aleatory (in cab view)


I think I have experienced the effect you are describing. I believe it is caused by method IsInvisibleSoundCar in sound.cs. This was inserted long ago to deal with activities that had simulated "radio calls" at certain points. These radio calls are simulated by an invisible car and only activated when the player is in cabview. It appears, however, that IsInvisibleSoundCar allows the cab of the player train to pick up internal sounds from every surrounding car including it's own train. This led to continuous excessive noise (to my ears) in the cab with some of my consists. Since I have no activities that use these simulated radio calls, for my own use I have long ago disabled IsInvisibleSoundCar.

Since no-one else has previously remarked on this effect I've sometimes wondered if it's just my hearing. Is anyone else in a position to check this out? It may be that IsInvisibleSoundCar needs a patch.

Dennis

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