[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/18966105/30a43e8dcf1af07a551bb7eaeca644b6dc7c54ce.png[/img] https://www.youtube.com/watch?v=S-YBpbl-2xw Howdy Folks! Hope you’re all having a wonderful week. Have made some incredible progress this past week in regards to the sound system. It feels a touch odd sometimes as I don’t have any idea how these systems are architected by AAA folks, and I only have a layperson’s understanding of most sound things, but thankfully I have several wonderful advisors, and tons of GDC videos to watch :-) The big enhancements this week to the sound are: - Local reverb zones, used in levels with more than one logical sound ‘space’. These control the reverb tail used for firearms, bot guns and explosions, as well as generalized reverb settings for all the other sound moving through the mixer. The system is setup to detect the ‘smallest’ or most constrained sound environment for a given point, allowing me to overlap volumes and such (all workflow concerns). What this means is that even though I have a new type of data/layout that every sound needs, it takes only about 30-45 minutes to lay this out for a scene of the complexity as the Take and Hold level. I’m super proud of it :-) - Sound occlusion. Though I’m not using one of those complex spatializers (for a host of reasons), the game now has Battlefield-esque sound occlusion for all the ‘first class’ sound events, that tests occlusion to the player head, and attenuates based on distance, feeding the sound through a low-pass filter. It wasn’t super clear with the grenade in the video as I realized I had setup an override to _not_ lowpass an explosion tail if it occurs in the same room as you (as the tail is representing the sound coming from all directions anyway), but it should be clear in the video from how the actual bot gunshots sound based on whether you can see them or not. I’m especially excited by how this changes things, as once you get used to it, when you hear a gunshot, you can actually tell if the shot had line of sight to you when it occured. Beyond that, a bunch of scenes are now restored (and ready for testing, I’m sure I’ve mucked some things up). The Mini-Arena is now available as the first scene you can fight bots in again, so I hope you all get plenty of use out of that. The recoil and sound system changes (imho) make it an entirely new experience. Anywho, I’m off to continue working on explosion code, just had a bit of an epiphany on how to make things more efficient/frame-stable, so I’ll be neck deep in that this evening. Hope you all have a wonderful weekend! Remember, to switch to the alpha branch: Right Click H3VR in Steam and go to 'Properties' Click on the 'Betas' tab Click the dropdown and select 'Alpha 1' Hope you all have a wonderful weekend! Peace, Anton