Since elephant templates used: actor/fauna/animal/elephant_trained.xml which isn't omnipresent and haven't any Heardby entry, it could be heard by every player with vision on the building that trained such an unit whenever the building is on the screen.
Now the elephant creation sound can be heard only by the owner and it is omnipresent, it means that the sound can be heard indipendently if you see the building on the screen.
Here is the sound originally named as elephant_trained1.ogg in actor/fauna/animal folder.
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Grugnas
train an elephant and move the camera elsewhere to notice that the elephant creation sound can't be heard unlike the rest of the units.
apply the patch and try again in order to notice the difference.
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Can you manually upload the sound file? (phab is just messing up on binary files, so we gotta do it manually...)
binaries/data/mods/public/audio/interface/alarm/alarm_create_elephant.xml | ||
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7–13 | Notice that most alarms have other values here, while animal sounds have these. Maybe someone with more experience on this should have a look. |
I only added those 2 entries:
<Omnipresent>1</Omnipresent>
<HeardBy>owner</HeardBy>
(you can read the revision description).
that's a good point as far as i never manipulated audio applied to videogames. I am gonna upload the audio file
What about hero elephants?
binaries/data/mods/public/audio/interface/alarm/alarm_create_elephant.xml | ||
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7–13 | IMO keep the codebase consistent and have all the alarms_create with the same values, so also this new one, so copy-pasta from some other create sound in the interface/alarm directory |