Telliamed on 11/7/2006 at 00:32
Quote Posted by john9818a
There are a few that I never heard ingame such as those spoken when there is a security breach.
Only because so few T2 missions really take advantage of the Suspicious property. T1/G worked a bit better. Like when you stole the vase in Thieves' Guild, there was a schema just for when an AI reacted to the missing object.
The samples are used by schemas, you just don't hear the schemas very often. Or, because there's so many combinations, you'll by chance hear certain samples more often than others. I'd been playing Thief for a long time before I heard Benny say "Are you alright? Oh, no... Of course you're not alright." Nearly got myself caught I laughed so hard. (It was on the tile hallways of The Sword.)
john9818a on 11/7/2006 at 21:37
T1/G did work better. In Thief 1 the AI would react to seeing blood on the floor, again another suspicious item, but in some instances the AI would have dozens of AIWatch links to blood spots.
I borrowed one of sluggs' poo objects and gave it the suspicous property. Later when I wasn't thinking about it, the servant came along and said "Oh, well be in taff if this isn't cleaned up." I was ROFL. :laff: It's odd that AI can see suspicious objects and dead/ko AI through doors.
leconbras on 22/1/2018 at 23:33
Anyone there could explain how these parameters works? Pan_Range, stream and samples.
Thanks!
Yandros on 23/1/2018 at 04:34
pan_range controls how far the sound can vary from left to right speaker. I don't know about the other two.
leconbras on 23/1/2018 at 14:53
Thanks. I`ve made some tests. The result is much more audible with stereo sounds. Numbers like 3000 or -3000 are suficient to let the sound (randomly) up to 90% left or right. But with mono sounds, it have to be around 9000 or -9000 to do the same efect.
I do not found any pattern of when it goes left or right. Seems a bit random.
Yandros on 23/1/2018 at 17:04
Yes, I think it's random by design.