przemolsz Posted June 6, 2015 Share Posted June 6, 2015 Bug Submission:Category: SoundIssue Title: Seasonal DSPIssue Description: I find seasonal DSP a great thing, it really adds to the feel of environment changing over time... So what's the issue? It doesn't work. At all. It stopped working about one year ago, some update broke it. The issue happens both in base game and in DST.Steps to Reproduce: It's really hard to hear the difference if you didn't pay too much attention to the DSP changing back when it was working. It's the best to just comment out all of the code managing smooth fading beetween filters ("mixer.lua", function "Mixer:UpdateFilters") and use "TheSim:SetLowPassFilter("set_music", 2000)" command. Then make something to start the music. That's what it used to sound like. "TheSim:ClearDSP("set_music")". That's how it sounds now. Link to comment https://forums.kleientertainment.com/forums/topic/54898-sound-seasonal-dsp/ Share on other sites More sharing options...
przemolsz Posted September 12, 2015 Author Share Posted September 12, 2015 This feature is missing again, probably disabled through Lua scripts when attempting to deal with this bug. I've experimented with the DSP a bit, setting it manually through TheSim functions, and the Low/High Pass Filters also seem to be broken on the C-code side. If both of the effects are applied one after the other - Low Pass first, then Clear DSP, then High Pass - in the end, the sound will be barely possible to hear. And for some people it seemed to be like that not only then, but pretty much every time one of these effects applied. Link to comment https://forums.kleientertainment.com/forums/topic/54898-sound-seasonal-dsp/#findComment-671980 Share on other sites More sharing options...
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