Oh don't even get me started on complex shapped footstep regions!
We're so close to the deadline now for the Age Competition, no reason not to let part of the cat out of the bag now I guess, besides, someone might know how to help.
The Age has a beach and water. Well you don't have square beaches of course, you have a shore line that meanders. Just about any water line meanders.
Now, try making footstep regions for both the water and the land. First time I tried this it was with Camp Bravo. I took the water surface, duplicated it, and then extruded it up wards, scaled it of course, and then moved it to the 2nd layer, and made it into a Logic Region with all the footstep sounds. Getting cocky about it, I took the ground of Camp Bravo and tried to do the same thing. One had dirt sounds, the other water.
The results were disasterous! Here and there, well away from the water, you'd hear splashing, and then in places on the water, you'd hear dirt footsteps!
I gave up after screwing around with it for days. Got rid of them both, put a large footstep region around the entire Age for dirt, and then put a smaller one around the water. I did edit that mesh and made it into a polygon, but very simple. Results this time: No splashing on land anywhere, but around the edge of the water, the splash sound was hit or miss.
Now jump up to this New Age we've made, called Zephyr Cove.
It has a beach and ocean, well I tried to do the same thing. AGAIN with horrible results! Splashing happening way up on the beach, and footsteps while you were swimming!!!!!
Not all Age's will have water that is in a swimming pool, and even then you have round pools or pools with complex shapes. Nature is complex, it's man made stuff that's simple.
Back to my other problem, making the outside sound go away when I go inside: I tried the hole idea that Nadnerb suggested, and I had thought of earlier. Mater of fact, I decided to make the link in point enclosed on 3 sides so you wouldn't traverse the other faces of the sound region accidently after leaving the linkin point.
Well, didn't work. Or rather, it worked, but what it did was work how I wanted the bigger region to work at the beginning.
This time upon linking in you hear the sound. The moment I took a step forward, the sound shut off. This goes against what Nadnerb said: The first time you cross the boundry, it will toggle the sound to "on". Instead it turned it off.
I'm about ready to say to hell with it and just put up with people hearing the sound inside too.
Again, it's a shame that the way this works is not some sort of Region Detect, meaning Plasma knows when you are in or out of a region. That way when I link in, Plasma knows to play the sound because of the area I'm in, not because I crossed a boundry. That way the sound would shut off when I leave the region, again, not because I crossed a boundry, but because my avatar is no longer in that region.
It's funny though....just remember that a couple of months ago we didn't have sounds at all and here we are griping about them! hehehe.