I think the point of this "fix" is that the train isn't actually audible at 5200m, but that is the point that the RW engine needs to start monitoring and assessing the audio so that it can play it "correctly" at distances of 1000m or so, rather than starting from 200m away.CosmicDebris wrote:5200m is rather high indeed!phat2003uk wrote:Have yet to really test properly in high activity areas but I imagine there won't really be much of an FPS hit if at all. The only potential problem is that due to this fading, sounds have to be activated a lot further away than usual, 5200m is the figure I'm using based on my fading calculations so that potentially means more sound blueprints loaded at once.Don't you think it could be possible to implement this effect with activation distances under 1000m? I don't expect a train to be audible from longer distances.
Until we try a lot of instances at once we're not going to know if it has too bad a performance hit.
The ideal overall solution is that RW take the changes that pushing the distance out this far achieves and builds it into the sim engine so it effects all the default and existing stock - this would however mean you'd probably hear Richards locos from the other side of the world and he'd have to change his back

