New cpp function created to play a sound group at a position without passing the entity. This way the sound is played even if the attacker or target entity died in the meantime.
TODO: proper explosion sound is needed for the siege onager
Differential D921
Projectile hit sound Mate-86 on Sep 19 2017, 10:57 PM. Authored by
Details
New cpp function created to play a sound group at a position without passing the entity. This way the sound is played even if the attacker or target entity died in the meantime. TODO: proper explosion sound is needed for the siege onager Testing in game with siege onager (delay=2000 in template)
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Event Timeline
Comment Actions Do you know how to contact @Pureon for new sounds? I cannot tag him here in Differential. Right now there would be good to have an explosion sound for the onager missile hit.
Comment Actions
Forum pm is a way to reach him.
That question makes sense only for delayed damage I guess. With the current diff, the sound will be emited when causing damage (if delay) and on hit - ground or target (if not delay). I won't design thing but that seems ok like that and it's coherent with the non delayed case.
Comment Actions I've pinged Pureon via Forum PM.
Comment Actions I've committed some new siege impact sounds to the svn. Please use audio/attack/impact/siegeprojectilehit.xml Comment Actions Thanks for the sound Pureon! It fits well in the game. There is an issue with the 3rd file not sure if you have seen this before? "OpenAL: stereo sounds can't be positioned: audio/attack/impact/siegeprojectilehit_03.ogg" Comment Actions Sounds like this (the warnings on top are just for showing the position used for playing the sound): Comment Actions Committed the ogg fix. Would it also be possible to add debris particles (a short blast of smoke) from the projectile hit location? art/particles/destruction_dust_small_gray.xml should work for testing. Comment Actions With the new ogg the warning is not thrown anymore. Thanks!
#1909 will address this
Comment Actions Nothing out of the ordinary here. One could forward-declare CFixedVector3D in one header, and include the header in two other files, but that doesn't make things a lot cleaner or compile a lot faster so meh. Comment Actions
Comment Actions I thought that a modern VCS can cope with such a challenge :) I'm generating the diff via batch file so that I can add an extra step converting the line endings. Comment Actions Sure, the groups are there to make it easier for people submitting patches to get someone with some knowledge of the code to look at it. And we do trust team members to do their thing properly, so unless someone isn't sure or wants to require some input (in which case one should set the blocking review option) someone having reviewed it should be enough to commit it. Comment Actions ok, I've started to work on the projectile hit animation: https://trac.wildfiregames.com/ticket/1909 |