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authorjc_gargma <jc_gargma@iserlohn-fortress.net>2023-01-12 07:21:33 -0800
committerjc_gargma <jc_gargma@iserlohn-fortress.net>2023-01-12 07:21:33 -0800
commit093d59f7736527c52cbeb0c9c40ddfdc706fe620 (patch)
treea528fb2d08a55dddcfdc468e26c3678afd11a600
parentAdd more nitpicks to readme (diff)
downloadcataclysm-dda-soundpack_jcsoundpack-093d59f7736527c52cbeb0c9c40ddfdc706fe620.tar.xz
Many readme changes.
-rw-r--r--README.md35
1 files changed, 25 insertions, 10 deletions
diff --git a/README.md b/README.md
index 8c7bbef..0eab437 100644
--- a/README.md
+++ b/README.md
@@ -16,34 +16,49 @@ The game caches sound files in some way. After changing any sound files:
Need sound files for mon_mutant_experimental
Need sound files for foodperson_mask
-Underbarrel shotguns/launchers do not call a sound when reloading.
+Some situations do not cause sounds. Debug Mode shows no sound call is made at all, meaning these are source code bugs:
+Underbarrel shotguns (pump action) do not call a sound when reloading.
+Underbarrel shotguns (magazine) do not call a sound when reloading.
+Underbarrel launchers do not call a sound when reloading.
Safes do not call a sound when opened.
-Gates/Switches/Pulleys do not call a sound when opened or closed.
-Non-Zombie monsters do not call a sound when attacking.
+Pillow Forts do not call a sound when smashed.
Spells do not call a sound when cast.
--However, these can be hackily added to the spells themselves when using Bright Nights.
+-However, these can be hackily added to the spells themselves when using Bright Nights by having the spell call the sound of another object.
-Cardboard Forts do not call a sound when smashed. (I may have missed a comma somewhere.)
-Pillow Forts do not call a sound when smashed. (I may have missed a comma somewhere.)
+Gates/Switches/Pulleys do not call a sound when opened or closed. (Need to confirm with debug mode)
+
+Non-Zombie monsters do not call a sound when attacking. (Need to confirm with debug mode)
+
+
+Some objects call sounds that do not match their object id:
+Smashing a tent uses "smash_success cloth".
+NPCs firing suppressed weapons use the normal weapon fire sounds instead of the suppressed ones.
+Destroyable fields (ie, web) call the generic "smash field" sound instead of a more specific sound. (Such as "smash fd_web")
+Some furniture-terrain cannot be destroyed and thus play the generic smash ground sound.
+
+
+Some objects do not play an audible sound despite setting one and debug mode showing the correct sound is invoked:
+Cardboard Forts do not play a sound when smashed. (Debug shows "smash_success f_cardboard_fort", so I must have missed a comma in the sound config somewhere.)
+Paper walls do not play a sound when smashed. (Debug shows "smash_success t_paper", so I must have missed a comma in the sound config somewhere.)
-Destroyable fields (ie, web) do not have field specific sounds. (Destroying a spider web calls smash field, not smash fd_web)
smash_fail sounds do not work at all. (Source code bug. soundfxvariant is not defined.)
-NPCs firing suppressed weapons use the normal weapon fire sounds.
Some sounds don't play at all when using an mp3 player. (close_door works, but open_door doesn't?! :/ )
-Some furniture-terrain cannot be destroyed and thus play the generic smash ground sound.
+
+Hacked in spell sounds only play if within a few tiles.
+
Sound volumes don't drop off with z-levels. (The player really shouldn't be able to hear noises from underground labs.)
+
Preloading slows down launching the game.
### Todo:
Merge with Otopack+ModsUpdates
-Add sounds for grid tools
Add sound files for helicopter engines. It just doesn't feel right having the diesel engine sound for helicopters.