It's not in the SDK update or in development at this time.

> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Daniel Menard
> Sent: Tuesday, August 01, 2006 2:06 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Distance Variant Sounds
>
> I'm using the standard WeaponSound code to play these sounds,
> yet they still come out really loud at a distance. I tried to
> run them with spatialized stereo again and same problem. I
> guess I'm gonna turn my attention to the code and see if
> anything is missing.
>
> On a side note, any chance the fade start/end distances can
> be placed in the script in the following SDK update (or the
> one after)?
>
> On 8/1/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
> > updated with distances (no they can't be modified without
> changing the
> > engine code at present):
> > http://developer.valvesoftware.com/wiki/Soundscripts
> >
> > I don't see any issue with spatialization of distance
> variant sounds.
> > My guess is that you aren't emitting the sound from a particular
> > entity (using the world?) or the codepath you are using is
> not passing
> > the origin through in some case.
> >
> >
> > > -----Original Message-----
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf
> Of Daniel
> > > Menard
> > > Sent: Tuesday, August 01, 2006 9:12 AM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: [hlcoders] Distance Variant Sounds
> > >
> > > Is it possible to change the distance at which the
> distance variant
> > > sounds are crossfaded. Right now the default seems to be
> 1000 units
> > > or so. Is there some way to modify this in the script?
> > >
> > > Also, these seems to be a bug with distance variant sounds where
> > > they don't attenuate correctly, was this planned? I am
> trying to use
> > > it for engine sounds and it sounds like its right infront
> of you and
> > > its 4000 units away (120dB soundlevel). Is there some way to turn
> > > this attenuation back on. If I stereo spatialize the sounds, they
> > > seem to attenuate fine.
> > >
> > > I've noticed that sounds using CHAN_STATIC are not attenuated,
> > > however these are CHAN_AUTO (they are replaced with appropriate
> > > channels in code, the 3 possible channels are
> CHAN_WEAPON, CHAN_ITEM
> > > and CHAN_BODY). Here is what the script looks like:
> > >
> > > "Engine.MainThrust"
> > > {
> > >       "channel"               "CHAN_AUTO"
> > >       "volume"                "0.6"
> > >       "soundlevel"    "SNDLVL_120dB"
> > >
> > >       "wave"          "^engines/main_thruster.wav"
> > > }
> > >
> > > I dunno if anyone can help with this?
> > >
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> > >
> > >
> >
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> >
>
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