Distant gunfire sound bug?

Post » Sun Mar 21, 2010 3:37 am

In New Vegas, there are two different 3D shooting sounds for many weapons: A normal shooting sound, and a distant shooting sound. As the distance between you and the shooter increases and the normal shooting sound starts to fade, the distant sound should start taking over while the normal sound continues fading away.

The distant sound has a bit of an echo, so the effect of using this different sound for shots from a large distance is nice.

The bug: The distant sound doesn't start playing until the normal shooting sound has stopped playing completely.

So as you get further away the normal shooting sound fades until the gun is almost silent. Then, when the sound is completely gone, the distant sound takes over. Obviously, this distant sound is louder than silence!

So what happens? You have someone shooting at you, and the further you get away, the less loud the sound gets. But then when you pass a certain distance, the shooting sound goes from nearly silent to relatively loud again.

I've been able to test this with the .357 Magnum Revolver and the Varmint Rifle so far. I've checked in the GECK: Not all weapons use a distant firing sound, but quite a bunch do.


My testing:

Spoiler

For the .357 Magnum Revolver, the maximum hearing distance of the normal gunfire sound is 2400 'distance units'. This means that at a distance of 2400 units or higher the sound can't be heard at all, and between 255 (the distance it takes before sound begins fading) and 2400 units, the sound gradually gets less loud.

Then there is a separate distant gunfire sound, which goes up to 8500 units.

I've tested this in the game. Using the 'getdistance player' console command, I was able to keep track of the distance between the shooting NPC and me. When I approach the 2400 distance the gunfire sound is almost silent. Then, when I increase the distance between me and the NPC a little more, the louder distant shooting sound takes it's place.




Has anyone else experienced this? A good way to test this is at Primm, by killing all the escaped convicts except for one with a .357 revolver or a varmint rifle (Both having a maximum hearing distance of 2400), and let him shoot at you while you increase the distance between the two of you. Click on him with the console and type 'getdistance player' to see the distance between you and the NPC.

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Scott Clemmons
 
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Post » Sun Mar 21, 2010 7:38 am

Rewrote the first post, it should be clearer now.
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Gemma Flanagan
 
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Post » Sat Mar 20, 2010 11:07 pm

Yeah, I've experienced this bug. I just duck and move on.
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Gavin boyce
 
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Post » Sun Mar 21, 2010 2:33 am

If it's really not just me I should be able to mod the feature out and just increase the range of the normal gunfire sound...
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Siobhan Wallis-McRobert
 
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Post » Sun Mar 21, 2010 12:45 am

I haven't experienced this one but I really hate when distant (barely visible) NPCs start shooting stuff (like traveling merchants shooting at bloat flies etc.) and it sounds like it's happening right next to me! Some of the weapon sounds don't seem to fade at all with distance.

BANG!! BANG!! BANG!! *spins around thinking he's being ambushed* WTF? Nobody there? *spins around some more and more and more*
BANG!! BANG!! BANG!! *sees something barely visible very far away in the distance and realizes it's a travelling merchant shooting at some geckos* *shakes out his undies and continues on his journey*
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Sarah Bishop
 
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