Opened 13 months ago

Last modified 12 months ago

#11339 new defect

BLADERUNNER: McCoy's TV's voices are at the wrong audio channel

Reported by: IlDucci Owned by:
Priority: low Component: Engine: Bladerunner
Version: Keywords: audio, stereo,
Cc: Game: Blade Runner


During Act 1, when going to McCoy's bedroom and checking on the TV, the Newscaster's voice was panned to the right Stereo channel, but the TV is physically on the left. This might be related with the fact that the other place where the Newscaster can be heard, Police Station's 2nd Floor, has the TV on the right side.

I'm using Win7 x64, version 2.2.0git2888-g8ab9c8ec77, playing in Windowed mode. Using the GOG download of the official Spanish version, with the Restored Content mode enabled.

Change History (1)

comment:1 by antoniou79, 12 months ago

This is a more general issue in the sense that there's no mechanism in place to detect that an actor that speaks a quote (in this case the newscaster and possible interviewees like Guzza, Kolvig, Tyrel) is not actually in the room, because it is an object in the room that does the "speaking".

One way to resolve this would be to explicitly check for all known such cases and use a proper (per case) pan value for each one. I'm in favor of this solution, but it will take some time.

The other way would be to implement a mechanism to specify that the actor speech is coming from a scene object and then use the (2d screen) co-ordinates for that object as a pan value. Not a big fan of this solution, as it seems to be more hassle for little reward.

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