eddieck 10 Posted April 17, 2013 I'm playing a looping sound from a vehicle. There seems to be a maximum sound distance, after which the sound abruptly cuts off, even if it still would have been audible further. The distance seems to be based on the dB of the sound. Increasing or decreasing the dB in the sound config doesn't change this behavior at all. It still abruptly cuts off, just at a higher distance. I was actually able to get it up to about 1000m, but of course to do that, the sound is extremely loud up close. The same applies for adjusting the volume with Audacity. I've also tried a few methods of playing/looping the sound, including say/say3D in an SQF loop, playSound3D (which seems to be broken currently - there's a ticket open for it), and abusing triggers. All of them display the same behavior. (On another note, the best method for this seems to be to abuse triggers and attachTo. The engine handles the looping which provides better/more consistent results than relying on the SQF scheduler.) This seems like a performance optimization, but it would be nice if there was a way to disable it and play the sound (at lower volume depending on the player's distance to the source) until it is actually inaudible. Does anyone know if this is possible? Share this post Link to post Share on other sites