Something I noticed a while back and forgot to report, and got reminded of now with archive_chandelier.lua getting some nice updates, is that archive chandeliers, and the new vault ones from the beta, play some ambience sounds on entity wake that likely belong to cave lights:
local function OnEntityWake(inst) inst.SoundEmitter:PlaySound("dontstarve/AMB/caves/forest_spot", "loop") end local function OnEntitySleep(inst) inst.SoundEmitter:KillSound("loop") end
Meanwhile.. cave lights (and book lights) play chandelier sounds:
local function OnEntityWake(inst) inst.SoundEmitter:PlaySound("grotto/common/chandelier_LP", "loop") end local function OnEntitySleep(inst) inst.SoundEmitter:KillSound("loop") end
(which I should note, sounds like something burning, while the other one sounds like muffled forest sounds)
The thing is, chandeliers also already play that same burning sound with some different (and slightly erroneous) logic:
-- NOTE: this doesn't account for entity sleep, so sounds play at all times, which isn't good local function firesound(inst, setting) if inst.sfxprop then if setting > 0 then if not inst.sfxprop.SoundEmitter:PlayingSound("firesfx") then inst.sfxprop.SoundEmitter:PlaySound("grotto/common/chandelier_LP", "firesfx") end inst.sfxprop.SoundEmitter:SetParameter("firesfx", "intensity", setting) else inst.sfxprop.SoundEmitter:KillSound("firesfx") end end end
Ideally, the chandeliers should not play the ambience sound at all, and should let their sfxprop entity handle things (just ensure that enttiy sleep status is accounted for, to not play sounds when off screen).
And cave lights and book lights should finally have their sound corrected to use the muffled forest ambience sound, as a burning sound really makes no sense.
Maybe play no sound for book lights in the forest shard because, well, that's already in the forest shard, or maybe let a different unique sound play for these in both shards, or let them be the only exception where the burning sound is used instead? Just throwing some ideas for that one.
Chandeliers:
- Walk near one, even if it's off.
- Notice how they always play some subtle forest ambience sounds.
- Also notice how their sfxprop entity will play the actual chandelier burning sounds separately, but even when asleep/unloaded.
Cave lights and book lights:
- Walk near one.
- Notice how they play the same chandelier burning sound that chandeliers have when they're on, rather than the likely more intended muffled forest ambience.
A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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