Stop placed sounds from crowding out other sound commands
FixedPlanned for 0.2.0
On a map with several ambient or placed sounds in view, the game re-sent their unchanged volume and pan many times a frame. That filled the audio engine’s command queue, so other commands were lost: a sound could keep playing after it was stopped, and a music track could keep playing instead of fading out, which held back the next track. Unchanged values are no longer sent.
Affected entities
- Changed
sound-effects - Changed
music
Credit: ZivDero