I have a fully-functional addon, with high-quality video-ripped sounds. All audio files are mono .wav files with no additional metadata. They work fine, until they retreat to a certain length.
My weapon has 3 sounds: charging, fire/projectileloop combination, and explosion. Due to the nature of a difficult, specific ripping, I cannot properly separate the firing noise and the projectile loop as they overlap. Here is the code:
datablock AudioDescription(AudioDefault3dLonger : AudioDefault3d)
{
maxDistance = 190;
referenceDistance = 120;
};
datablock AudioDescription(AudioDefaultLooping3dLonger : AudioDefaultLooping3d)
{
maxDistance = 190;
referenceDistance = 120;
};
datablock AudioProfile(inhaleSound)
{
filename = "./inhale.wav";
description = AudioDefault3D;
preload = true;
};
datablock AudioProfile(combBendFireSound)
{
filename = "./fire.wav";
description = AudioDefaultLooping3dLonger;
preload = true;
};
datablock AudioProfile(combBendExplosionSound)
{
filename = "./explosion.wav";
description = AudioDefault3dLonger;
preload = true;
};
As you can see, I've made new AudioDescription datablocks based off of existing ones in order to increase sound length. In the explosion's case, it works. However, for the looping projectile sound, it sounds very loud at first, then after a while at a certain distance, it goes almost silent. The projectile/fire combination sound doesn't neccesarily have to loop, but I made it a loop in order for it to stop playing the sound early when it explodes.
I must confess I don't have a good grasp on how each of the details work, but after checking the difference between AudioDefault3D and AudioClose3D, I can tell that maxDistance is as it seems, but referenceDistance is smaller but adjusts similar to maxDistance. I'm hoping there is someone more knowledgable about this, as Torque documentations lack any sort of in-depth information about AudioDescription.