Mito551 wrote:fade in for effects - no, but a fade out. but it has to fade out at the moment when it goes out. do you get my idea?
I get what you are saying. When you leave an environment, the sound should get quieter slowly as you walk farther away from that environment. There are only 2 approaches to let a sound effect fade out as you walk into a different environment. The first would be to change the engine code to allow you to adjust the gain while the sound is playing. The second would be to do as was discussed earlier, to always play sounds from a given location so that as you walk away from them they grow quieter, and then set a timer to have them automatically stop after a certain time. The trick would be to check if an environment sound was already playing to not restart it up over and over again if you are crossing between biomes repeatedly in a short span of time. This would involve a significant amount of coding. Unfortunately I'm tackling a different project right now. If someone wants to take a crack at this or even a different approach, they are welcome to.