From 2071aa18fc25db2066dbd7e12f9f3a1344c3914d Mon Sep 17 00:00:00 2001 From: jc_gargma Date: Sun, 7 Sep 2025 18:53:57 -0700 Subject: More implementation notes. --- README.md | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) 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 -- cgit v1.2.1