1) Walk sounds always play without interruption and overlapping
2) Armor sounds conflicts, stop one and play instantly other
3) Main char always plays 5 armour sounds at begin of moving , then long pause and last sound when char stopped at destinatonThis is original engine behaviour, new sound text debug just shows how this bioware's magicbox really works
Yeah, everything seems normal.
1) Walking sounds play without interruption, because sound_freq determines the delay between each sound. Aborting each walking sound before playing another would sound unnatural eg footsteps echo would be a bit off. So, this is ok.
2) The armor sounds are dependent on path search orientation changes. Each armor sound must be aborted before playing the next one, as otherwise there would be too many playing at the same time eg around tight corners. The vanilla engine behavior is ok.
3) I guess it depends on the exact path search node curve and the distance. If you click a short distance away, the nodes may get bunched up, so the engine interprets them as character orientation changes and plays a few armor sounds in a short span of time. Nothing to be worried about; it's just how path searching works.
Confirm, after reverting to v8 i see this bug, now fixed, your 2DA is OK
Ok, seems to be fixed now.
to enable robe sound:TobExTweak.ini
Sound:Enable Robe Armor Sound=1
Robe sounds work fine; however, there seems to be an inconsistency:
- BG2 mage character animations play robe sounds only when wearing a robe item.
- BG1 mage character animations play robe sounds even if not wearing a robe item, ie with base animation level.
Let's make it consistent with other armor items and play robe sounds only if robe items are equipped.
Edited by skellytz, 04 June 2022 - 10:27 AM.