Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fix issue where all players hear every notification sound #1027

Open
wants to merge 1 commit into
base: master
Choose a base branch
from

Conversation

BackSH00TER
Copy link
Contributor

Pull Request Description

We found that the PlaySoundFromEntity native was causing all clients to hear notification sounds whenever another client received them. For example, if Player1 presses "Preview sound" on the notifications in the Settings app, all players in the server would hear the sound, regardless of their location.

The intentions behind using PlaySoundFromEntity was so that it would apply native GTA 3d spatial audio handling to the sounds so that nearby players would be able to hear when a players phone was ringing or received notifications.

What we found through much investigation is that the different soundSets in GTA appear to have metadata information attached to each one. This metadata appears to control things like whether or not the sound will make use of the 3d spatial audio or if it will just play to everyone, how loud it is etc.

The current phone soundSets that are being used do not appear to make use of this 3d spatial audio metadata, so when they are played every client (within the 400m OneSync culling radius) hears them.

By using just PlaySoundFrontend, the player will still be able to hear the notification but only they will be able to hear it.

In order to have sound played to nearby players a different solution will need to be explored.

There was a long thread about this in the Discord: https://discord.com/channels/791854454760013827/1113947339342753862

Pull Request Checklist:

  • Have you followed the guidelines in our Contributing document and Code of Conduct?
  • Have you checked to ensure there aren't other open Pull Requests for the same update/change?
  • Have you built and tested NPWD in-game after the relevant change?

@itschip
Copy link
Member

itschip commented Jul 23, 2023

I'll merge this, but we can try to find something that actually works.

@MatinHQ
Copy link

MatinHQ commented Aug 1, 2023

I'll merge this, but we can try to find something that actually works.

They also alternatively can use set sv_enableNetworkedSounds false

@lukealford
Copy link
Contributor

This is now not needed due to #1078 being merged.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

4 participants