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IDProjectCategoryView StatusLast Update
0002389Spring engineGeneralpublic2011-11-24 16:09
Reporteruser744 
Assigned TojK 
PrioritynormalSeveritymajorReproducibilityalways
StatusresolvedResolutionfixed 
Product Version0.82.7.1 
Target VersionFixed in Version 
Summary0002389: several unit reply sounds are played at same time, producing noise/echo
DescriptionIf you quickly click a unit multiple times its reply sound plays multiple times. Also happens if you give alot of orders in short time. This only allows the use of really short samples like "yea" or engine sounds. But something like "mega tank ready for mega battle, prepare for mega attack" will just become distorted noise/echo because the last reply is still playing when a new sound starts.
This makes the unit reply system basically useless.

I think instant of playing several unit replies at the same time, only one reply start ever play at the same time. ie by stopping the previous sound if a new one starts.

Also the "ok" sound plays on all kind of commands: move, stop, attack, wait, toggle move start,...
It would be nice to have a bit more controll, at least:
ok_move (for move, patrol, guard, fight,...)
ok_attack (for direct attack orders)
ok_build (for construction units, when giving a build order)
and ok_others for all the rest. (state toggles, wait,...)

Lua can play all kind of sounds but imo this is such a basic feature of an RTS engine that it is worth fixing (or documentated if all the above is already possible)
Additional Informationhttp://springrts.com/phpbb/viewtopic.php?f=14&p=479054

http://answers.springlobby.info/questions/585/unit-reply-sounds-without-echo

I'd be glad to know if there are plans to fix that or not that I know if I should make a sound-widget like zeroK already does.
TagsNo tags attached.
Checked infolog.txt for Errors
Attached Files

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-Notes

~0007671

user744

was working nicely in 83.0 but in 84.0 it is back to the old multiple-sounds-at-once-drone.
In 83.0 it was quite good except that unitreply sounds played in 3d. I think unitselection voices and such are more "interface" than "gamesound" and as such should always play with the same volume and in mono/front?

~0007673

jK (developer)

widget fault, uses wrong channel (you couldn't select a channel in 0.82, now you can)

~0007674

user744

I do not mean the "unit voices" widget of zK or any other widget.
I mean these unit sounds: http://springrts.com/wiki/Units-UnitDefs#sounds
played by the engine.

BA:
select commander, click him very fast: the sound plays multiple times.
if you are missing the ubermicro to click fast enough: select unit, hold down w(wait) or s (stop)

~0007675

user744

"painting" long paths with the "custom formation" widget will also cause a lot of noise by multiple sounds playing.
In 83.0 only one unitsound ever plays at the same time.
+Notes

-Issue History
Date Modified Username Field Change
2011-03-27 07:46 user744 New Issue
2011-08-25 19:28 jK Status new => resolved
2011-08-25 19:28 jK Resolution open => fixed
2011-08-25 19:28 jK Assigned To => jK
2011-11-24 13:52 user744 Note Added: 0007671
2011-11-24 13:52 user744 Status resolved => feedback
2011-11-24 13:52 user744 Resolution fixed => reopened
2011-11-24 14:20 jK Note Added: 0007673
2011-11-24 14:20 jK Status feedback => resolved
2011-11-24 14:20 jK Resolution reopened => no change required
2011-11-24 14:35 user744 Note Added: 0007674
2011-11-24 14:35 user744 Status resolved => feedback
2011-11-24 14:35 user744 Resolution no change required => reopened
2011-11-24 14:38 user744 Note Added: 0007675
2011-11-24 16:09 jK Status feedback => resolved
2011-11-24 16:09 jK Resolution reopened => fixed
+Issue History