2.03 Sound Woes...still (Full Version)

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MikeAP -> 2.03 Sound Woes...still (2/21/2014 4:57:21 AM)

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 -> RE: 2.03 Sound Woes...still (2/21/2014 5:13:31 AM)

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.




CapnDarwin -> RE: 2.03 Sound Woes...still (2/21/2014 10:23:24 AM)

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.




MikeAP -> RE: 2.03 Sound Woes...still (2/23/2014 1:14:23 AM)


quote:

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 -> RE: 2.03 Sound Woes...still (6/4/2014 11:27:43 PM)

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.




CapnDarwin -> RE: 2.03 Sound Woes...still (6/5/2014 3:07:55 AM)

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.




CapnDarwin -> Better 2.04 sound use! (6/6/2014 4:02:24 PM)

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]




MikeAP -> RE: Better 2.04 sound use! (8/2/2014 2:03:11 PM)

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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