View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000541 | Spring engine | General | public | 2007-05-29 22:31 | 2007-05-30 16:02 |
| Reporter | Kloot | Assigned To | tvo | ||
| Priority | normal | Severity | feature | Reproducibility | N/A |
| Status | resolved | Resolution | fixed | ||
| Summary | 0000541: [patch] multiple unit sounds | ||||
| Description | Enables units to have multiple sound-acks. For the "ok", "select", and "arrived" categories the new limit is 8, the others default to 1 but this would be trivial to change (see the LoadSounds() calls in UnitDefHandler.cpp). If more than one sound is available for a category then the sample that gets played is chosen randomly. (Note that because the GuiSound structure is also used for weapon fire- and hit-sounds, weapons could have multiple sounds tied to them if the LoadSound() function in CWeaponDefHandler were modified along the same lines as CUnitDefHandler::LoadSound()). Final remark: this patch modifies two Lua binding functions (LuaUnitDefs::PushGuiSound() and LuaWeaponDefs::GuiSoundTable()), so it might be a good idea if someone more knowledgeable on that part of Spring (trepan ;)) double-checks my changes there, in particular to the former. | ||||
| Tags | No tags attached. | ||||
| Attached Files | |||||
| Checked infolog.txt for Errors | |||||
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2007-05-29 22:31 | Kloot | New Issue | |
| 2007-05-29 22:31 | Kloot | File Added: MultipleUnitSounds.patch | |
| 2007-05-30 16:00 | tvo | Status | new => assigned |
| 2007-05-30 16:00 | tvo | Assigned To | => tvo |
| 2007-05-30 16:02 | tvo | Status | assigned => resolved |
| 2007-05-30 16:02 | tvo | Resolution | open => fixed |
| 2007-05-30 16:02 | tvo | Note Added: 0000919 |