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authorjc_gargma <jc_gargma@iserlohn-fortress.net>2024-12-22 22:36:03 -0800
committerjc_gargma <jc_gargma@iserlohn-fortress.net>2024-12-22 22:36:03 -0800
commit3451b8331ffe18d9bd23fe6a6f0859842f8e064a (patch)
tree940bb470bfe858a24efca16862e4cec84c9d8107
parentResort the preload weather too. (diff)
downloadcataclysm-dda-soundpack_jcsoundpack-3451b8331ffe18d9bd23fe6a6f0859842f8e064a.tar.xz
Added more details to the readme regarding sound bugs and where to look to fix them.HEADmaster
-rw-r--r--README.md12
1 files changed, 10 insertions, 2 deletions
diff --git a/README.md b/README.md
index b1fe5d4..e8657b3 100644
--- a/README.md
+++ b/README.md
@@ -31,7 +31,7 @@ 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 match their object id:
+Some objects call sounds that do not matc 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")
@@ -43,10 +43,18 @@ Cardboard Forts do not play a sound when smashed. (Debug shows "smash_success f_
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.)
-smash_fail sounds do not work at all. (Source code bug. soundfxvariant is not defined.)
+smash_fail sounds do not work at all. (Source code bug. soundfxvariant is not defined. Fixed in bn for some time now.)
Some sounds don't play at all when using an mp3 player. (close_door works, but open_door doesn't?! :/ )
+Some sounds don't play at all during a thunderstorm/lightningstorm/snowstorm. (Namely open_door. Even when underground.)
+-open_door uses a volume of 6. close_door uses 10. (functions found in map.cpp)
+-headphones apply a 0.25 volume_multiplier (found in character.cpp)
+--Character::can_hear (character.cpp) checks if a sound can be heard by ((volume - weather->sound_attn) * volume_multiplier >= distance)
+--weather types have a value for sound_attn in json/weather_type.json
+--thunderstorm has a sound_attn of 8. lightningstorm 8, snowstorm 6.
+--6 minus 8 results in -2, and so the open_door sound cannot be heard. sound_attn does not reduce indoors/underground, even though it probably should.
+--6 times 0.25 is 1.5, which fails with headphones, but 10 times 0.25 is 2.5, which works.
Hacked in spell sounds only play if within a few tiles.