Well, here's another variation to throw into the mix, for me they
don't seem to pan at all once they're triggered.

Good to know you're already aware of it anyways...

Scott

On 5/6/12, Jeremy Kaldobsky <[email protected]> wrote:
> This is actually a bug I haven't been able to track down yet.  For me, for
> example, the growls pan just fine.  Some people who have tested this for me
> have tended to tell me that most of the time the growls pan but just every
> so often one won't and that is what really catches their attention.  I've
> been over the code a few times and I don't yet understand why we get the
> flukes that just stand still.
>
>> Hey Jeremy and all,
>>
>> Yesterday during a particularly axe-tastic mission, I
>> noticed
>> something that might be worth some of your time to tweak.
>>
>> At the moment, if a zombie growls when it's on the move, the
>> growl
>> sound triggers from where the zombie is in the stereo field,
>> but the
>> growl doesn't then pan to move along with the zombie. The
>> end result
>> is that with longer growls, there is about 5 seconds worth
>> of
>> discrepancy between where the growl is coming from and where
>> the
>> zombie actually is. Sure, footsteps update in the meantime,
>> but it'd
>> add a lot to the realism if the growls could lock in
>> properly with
>> movement.
>>
>> Cheers
>> Scott
>
>
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