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| 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 |
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Issue History |
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| 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 |


