View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | ||||||||
ID | Project | Category | View Status | Date Submitted | Last Update | ||||
---|---|---|---|---|---|---|---|---|---|
0003153 | Spring engine | General | public | 2012-07-06 18:15 | 2012-07-06 21:44 | ||||
Reporter | Deadnight Warrior | ||||||||
Assigned To | Kloot | ||||||||
Priority | low | Severity | trivial | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | 89.0 | ||||||||
Target Version | Fixed in Version | 89.0 | |||||||
Summary | 0003153: SoundHitWet isn't played when a projectile impacts water surface but SoundHitDry instead | ||||||||
Description | Instead of playing SoundHitWet when a cannon shell hits water surface SoundHitDry is played instead. For TorpedoLauncher the SoundHitWet is always played as hit sound (which is kinda logical as torpedos always explode underwater) | ||||||||
Additional Information | Could be related to https://github.com/spring/spring/blob/release/rts/Game/GameHelper.cpp#L331 The condition is true only for underwater explosions and not those on water surface as well. Replacing to const int soundNum = (expPos.y < 0.1f); might do the trick | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
|
![]() |
|||
Date Modified | Username | Field | Change |
---|---|---|---|
2012-07-06 18:15 | Deadnight Warrior | New Issue | |
2012-07-06 21:44 | Kloot | Status | new => resolved |
2012-07-06 21:44 | Kloot | Fixed in Version | => 89.0 |
2012-07-06 21:44 | Kloot | Resolution | open => fixed |
2012-07-06 21:44 | Kloot | Assigned To | => Kloot |