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The ambient volume of old turfs is too low.


Mr.Oshiro
  • Pending

 As shown in the video, all sound settings have the same number.
The ambient volume of turfs added after the Return of Them version is normal and basically consistent with the walking sound effect.

In contrast, the volume of old turfs is much lower and not easy to hear clearly.

They include: Forest Turf、Grass Turf、Marsh Turf、Rocky Turf、Savanna Turf、Mud Turf、Slimy Turf、Fungal Turf、Cave Rock Turf、Guano Turf、Cobblestones、Checkerboard Flooring、Deciduous Turf、Sandy Turf、Ancient Flooring、Ancient Tilework、Ancient Brickwork and three Imitation Ancient Turfs.


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Cave rock, mud, ruins, guano, fungal, red/blue/grey mosaic and CotL turfs lack ambient sounds - cover an area larger than 10x10 tiles with one of them on the surface and stand in the middle - you will experience complete silence.

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5 hours ago, Fornax said:

Cave rock, mud, ruins, guano, fungal, red/blue/grey mosaic and CotL turfs lack ambient sounds - cover an area larger than 10x10 tiles with one of them on the surface and stand in the middle - you will experience complete silence.

Whether turfs have ambient sound depends on their biomes, and I think that's why all cave turfs have no sound in the surface world (and vice versa), which should be intentional. But I don't know if Klei forgot, all new turfs don't follow this. For example, if you spread Shell Beach Turf in caves world, you can hear the sound of waves there.

One exception is that although swamp turf has its own biome in caves, there is still no ambient sound.When you enter here, it is completely silent.

Edited by Mr.Oshiro

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I think this should be unified - allowing cave turf ambiance on the surface and surface turf ambiance in the caves. For example I love cave rock turf, but covering a large area with it guarantees silence, which feels odd for a game that overall cares about ambiance.

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