aboutsummaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorjc_gargma <jc_gargma@iserlohn-fortress.net>2025-09-07 18:53:57 -0700
committerjc_gargma <jc_gargma@iserlohn-fortress.net>2025-09-07 18:53:57 -0700
commit2071aa18fc25db2066dbd7e12f9f3a1344c3914d (patch)
treec65dcfc4a2f5103af329435334913620c6792902
parentAdd entries for the closed gunsafe and open gunsafe. (diff)
downloadcataclysm-dda-soundpack_jcsoundpack-2071aa18fc25db2066dbd7e12f9f3a1344c3914d.tar.xz
More implementation notes.HEADmaster
-rw-r--r--README.md6
1 files changed, 5 insertions, 1 deletions
diff --git a/README.md b/README.md
index e8657b3..f8cb348 100644
--- a/README.md
+++ b/README.md
@@ -22,6 +22,7 @@ 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.
+-This is because safes are opened by a function in iexamine.cpp, and as such the sound is never invoked.
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 by having the spell call the sound of another object.
@@ -31,7 +32,7 @@ Gates/Switches/Pulleys do not call a sound when opened or closed. (Need to confi
Non-Zombie monsters do not call a sound when attacking. (Need to confirm with debug mode)
-Some objects call sounds that do not matc their object id:
+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")
@@ -68,6 +69,9 @@ Sound volumes don't drop off with z-levels. (The player really shouldn't be able
Preloading slows down launching the game.
+Toggling autopickup or autobutcher causes ambient audio to stop. It also occurs if saving changes to settings.
+-Entering/Exiting a building/vehicle or moving up/down stairs re-triggers ambient audio.
+
### Todo:
Merge with Otopack+ModsUpdates