Somehow, the panting/gasping sound effect has become stuck permanently on in any "combat" area (where you can draw weapons) for me. Loading old saves doesn't fix it, saving and reloading doesn't fix it, sprinting and then stopping again doesn't reset the sound effect. In fact, it actually starts playing the same looped breathing over itself, slightly out of sync.
Suggestions?
Sprinting "panting" sound effect stuck on
Débuté par
Brerwolf
, mars 15 2012 03:48
#1
Posté 15 mars 2012 - 03:48
#2
Posté 15 mars 2012 - 04:15
Hey, I've never heard or heard anyone else have that problem. Sounds like fun :S
Did it persist even after turning off/on the game? The parameter that controls the sprinting breathing is not stored in save games... so while I can understand it persisting when loading a save whilst experiencing the problem, i would expect it to not suddenly switch on if you're loading a save after just switching the game on.
Also, it should be switched off on the normandy/citadel... so going there may reset it.
Hope that helps!
R
Did it persist even after turning off/on the game? The parameter that controls the sprinting breathing is not stored in save games... so while I can understand it persisting when loading a save whilst experiencing the problem, i would expect it to not suddenly switch on if you're loading a save after just switching the game on.
Also, it should be switched off on the normandy/citadel... so going there may reset it.
Hope that helps!
R
#3
Posté 15 mars 2012 - 04:30
Interesting, thanks for the reply... glad you fixed it.
I agree that it probably is just 'one of those things'. Debugging all the sound events coming in from the game is absolutely mind boggling... To give you an idea, we were trying to track down a problem yesterday and there were hundreds of events coming in every second... so i wouldn't be surprised if occasionally the sound engine misses an event every million or something... of course if that's the 'stop breathing sound' event then you're going to hear it forever and it'll totally suck... which is why i always find the 'stop' events much more important than the 'play' events!
Thanks
R
I agree that it probably is just 'one of those things'. Debugging all the sound events coming in from the game is absolutely mind boggling... To give you an idea, we were trying to track down a problem yesterday and there were hundreds of events coming in every second... so i wouldn't be surprised if occasionally the sound engine misses an event every million or something... of course if that's the 'stop breathing sound' event then you're going to hear it forever and it'll totally suck... which is why i always find the 'stop' events much more important than the 'play' events!
Thanks
R





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