Hi there,
I'm in the midst of profiling and optimising for this game, (Horray the fun part!) and ive noticed with the performance profiler that my voices are not getting sent to virtual via the volume threshold caused by my distance attenuations. Although the sounds cannot be heard through the monitor the profiler graph is reporting them at the same start volume. So i get its playing at full volume, but in the "distance" but surely it should now be dropping down to save resources?
The only way ive been able to send it to virtual via volume like this is to create a sepparate RTPC with a volume curve set the same as the attenuation one. I was under the impression that whatever lowered a voice bellow threshold, be it volume or HPF LPF etc it would go to virtual until it was above it again?
Any ideas what might be going wrong? Seems very inefficient this way.
Many thanks.