The first clip is in regular camera mode. The sound in this example is pretty much ideal; good separation between the speakers, the sound fades as you get farther, excellent acoustic setup. The second clip is the dark ride with multiple speakers in each room synced to the same song, all near the track and pointed toward the rider. Note: the first room does not have a roof and the acoustics are noticeably different. The third and final clip is the same ride with only one speaker per track in each room.
Hi!
Thank you again for going to such great lengths to help us nail this down. From the video I think it's clear what's happening and apologize that we couldn't figure this out from text alone.
It's a bug and a feature combined: You have the game paused!
- In pause we normally do two things. We mute distance filtering / early reflection which is working as intended.
- We mute all music to make room for the soundtrack while building and to keep ride-synced music in sync. User music has escaped this treatment.
We fixed it a while ago so I couldn't reproduce locally, doh! A new update will change the behavior so that you wouldn't hear any music in pause which is in line with how all the other music works. We don't have a system that could exempt this (the amount of rerouting and mix exceptions we'd need to accommodate would make that a really involved feature).
The other problem; those horrid early reflections. We have tweaked the amount you get in a "100% enclosed" space to be less. That might also helps explain why the room without a roof had less reflections.
As a stop-gap fix you could try putting a mix of the music (in time with the ride) on the ride to play from the carriages?
Hope this helps,
Matthew