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Example: Voice Volume Threshold is at -50.  You have a wind gust sound that plays that isn't a loop.  There is a random seek action in the event, so a fade in of 1 second is added to the play action to guarantee a smooth transition in.  The voice volume of the gust is set to -20 and it's virtual voice behavior setting is set to kill voice.  Even if the gust has no attenuation, it will never be heard because it will get killed immediately every time.

I understand how this means the Virtual voice behavior is working correctly, but I feel a fade in on an Event Play Action should be considered a change of make-up gain, and not affect where it sits for volume threshold since it hasn't actually hit it's full value until the fade finishes.  On the flip side, I see there being an issue with this though - that if the fade in controls make up gain and you're using HDR, and if you're chopping down a loud transient with the fade in, the HDR window could be pumped despite not actually hearing the loud transient.

In a perfect world, an event fade in wouldn't affect virtual voice behavior but it would still affect how it plays in the HDR system.  If I had to choose to sacrifice one or the other, I'd choose it behaving correctly in the HDR system, because 99.9% of the time I'm fading in a sound, it's not a loud or transient sound that's going to adjust the HDR window.

 

Curious to hear if any other developers have run in to this as well.

 

-Blake
in General Discussion by Blake J. (110 points)

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