2.03 Sound Woes...still

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MikeAP
Posts: 274
Joined: Fri Mar 07, 2008 2:28 am

2.03 Sound Woes...still

Post by MikeAP »

Units are still not producing movement sounds for orders that extend beyond 1 turn.

If you give a unit a far waypoint that requires it to take multiple turns to reach, it will only produce a movement sound for the initial movement of the first turn. All subsequent turns, and the unit will not produce any movement sound.
MikeAP
Posts: 274
Joined: Fri Mar 07, 2008 2:28 am

RE: 2.03 Sound Woes...still

Post by MikeAP »

I recommend that a unit plays its movement sound every time it moves a hex. Hearing the various types of units on the battlefield would really add to the game.
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CapnDarwin
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RE: 2.03 Sound Woes...still

Post by CapnDarwin »

Mike, what is you delay setting at on the FX panel? I have to think we have an issue with sound length versus time to move the counter in some cases. I will raise this issue back up in the bug system and see what we can do.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
MikeAP
Posts: 274
Joined: Fri Mar 07, 2008 2:28 am

RE: 2.03 Sound Woes...still

Post by MikeAP »

ORIGINAL: Capn Darwin

Mike, what is you delay setting at on the FX panel? I have to think we have an issue with sound length versus time to move the counter in some cases. I will raise this issue back up in the bug system and see what we can do.

No delay
MikeAP
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RE: 2.03 Sound Woes...still

Post by MikeAP »

I'm hoping this issue is resolved in the next patch.

Units with waypoints that require multiple turns to complete will only pay audio on their first turn.
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CapnDarwin
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RE: 2.03 Sound Woes...still

Post by CapnDarwin »

No super fix. We would need to overhaul the whole audio system to allow for more overlapping sounds in a way that just wouldn't grind the game to a halt as those sounds play. I wish it was a simple fix but unfortunately it is not. Rob and I will talk about this next week when we are at Origins and see if we can at least make it the best we can for 2.04 within the limits of the existing tools and codebase.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
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CapnDarwin
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Better 2.04 sound use!

Post by CapnDarwin »

MikeAP,

Some good news on the sounds front. I was able to tweak some code and get more movement action sounds working without blowing things up. Still needs some tweaking to make sure combat sounds have priority, but testing thus far is favorable. Next thing I need to do is make sure sounds only play for detected enemies and life will be great. As great as I can do at this time. [:D]
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
MikeAP
Posts: 274
Joined: Fri Mar 07, 2008 2:28 am

RE: Better 2.04 sound use!

Post by MikeAP »

Capn,

Movement audio is fixed in 2.04. Thank you very much. The battlefield comes alive.

I will continue to post the smaller sound bugs that I find.



-Infantry mortars are using the autocannon sound.
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