Telric
Scavenger
The sounds I've got going will play just fine when the buff triggers them, but will randomly stop playing in some conditions. If the player isnt at 100% health, or the player goes underwater, and some other scenarios. At first I thought it was just the audiosource. I use the weaponfire source, but changed over to the notification source. The issue still continued. I've also tried turning off the dynamic music, but that didn't fix it either. This gives no errors or anything, even in output log.
Here is a single node from my sounds.xml. It is triggered through a PlaySound action in buffs.xml. But it doesnt matter which sound I play, any will cause this issue. If anyone has encountered this and knows whats up, let me know.
<SoundDataNode name="HorseCourseStartSound">
<AudioSource name="Sounds/AudioSource_WeaponFire"/>
<AudioClip ClipName="#@modfolder:Resources/TelricsHorses.unity3d?HorseCourseLoop" Loop="true"/>
<!--<Channel name="Mouth"/>-->
<Priority name="0"/>
<maxVoicesPerEntity value="10"/>
<LowestPitch name="0.95"/>
<HighestPitch name="1.05"/>
<LocalCrouchVolumeScale value="1.0"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value=".1"/>
</SoundDataNode>
Video
Here is a single node from my sounds.xml. It is triggered through a PlaySound action in buffs.xml. But it doesnt matter which sound I play, any will cause this issue. If anyone has encountered this and knows whats up, let me know.
<SoundDataNode name="HorseCourseStartSound">
<AudioSource name="Sounds/AudioSource_WeaponFire"/>
<AudioClip ClipName="#@modfolder:Resources/TelricsHorses.unity3d?HorseCourseLoop" Loop="true"/>
<!--<Channel name="Mouth"/>-->
<Priority name="0"/>
<maxVoicesPerEntity value="10"/>
<LowestPitch name="0.95"/>
<HighestPitch name="1.05"/>
<LocalCrouchVolumeScale value="1.0"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value=".1"/>
</SoundDataNode>
Video