Yes those are the settings Harry, but only the first 4 are working right now.
This script below may be of some use. Is starts a sound from a distance set in the script and gets louder as the player walks towards it.
-- LUA Script - precede every function and global member with lowercase name of script + '_main'
-- Sound volume is relative to player distance Created by avram
SndPlaying = SndPlaying or {}
function fountain_a_soundinrange_init(e)
end
function fountain_a_soundinrange_main(e)
local FromCamDist = 1000;
-- do not edit below this line
local PlayerDX = g_Entity[e]['x'] - g_PlayerPosX;
local PlayerDY = g_Entity[e]['y'] - g_PlayerPosY;
local PlayerDZ = g_Entity[e]['z'] - g_PlayerPosZ;
local PlayerDist = math.sqrt(math.abs(PlayerDX*PlayerDX)+math.abs(PlayerDY*PlayerDY)+math.abs(PlayerDZ*PlayerDZ));
if PlayerDist < FromCamDist then
local percent = math.floor((PlayerDist/FromCamDist) * 50);
local volume = 100 - percent;
if not SndPlaying[e] then
LoopSound(e,0);
SndPlaying[e] = true;
end
SetSoundVolume(math.min(volume, 100));
-- REM this line below to turn off the distance prompt.
Prompt('Volume is at '..volume..'%'..'Dist is '..PlayerDist..'Ft'); -- remove this line to hide volume information
else
StopSound(e,0);
SndPlaying[e] = false;
end
end
Maybe you could use it as a work around till the other material sounds are working again.
Assign this script to an object by your pool, dynamic and always active. I assign it to the water mesh for my use, like my fountain water.
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