diff options
author | jc_gargma <jc_gargma@iserlohn-fortress.net> | 2023-01-12 07:21:33 -0800 |
---|---|---|
committer | jc_gargma <jc_gargma@iserlohn-fortress.net> | 2023-01-12 07:21:33 -0800 |
commit | 093d59f7736527c52cbeb0c9c40ddfdc706fe620 (patch) | |
tree | a528fb2d08a55dddcfdc468e26c3678afd11a600 | |
parent | Add more nitpicks to readme (diff) | |
download | cataclysm-dda-soundpack_jcsoundpack-093d59f7736527c52cbeb0c9c40ddfdc706fe620.tar.xz |
Many readme changes.
-rw-r--r-- | README.md | 35 |
1 files changed, 25 insertions, 10 deletions
@@ -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. |