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Fix construction sound #862

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ETLegacyTeam opened this issue Mar 5, 2020 · 10 comments
Closed

Fix construction sound #862

ETLegacyTeam opened this issue Mar 5, 2020 · 10 comments
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🐞 Bug Something isn't working cat: mod Category mod (generic) P3: Normal Priority 3
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ETLegacyTeam commented Mar 5, 2020

Author: @IR4T4 (IR4T4)
Date: 2015-08-17
Redmine Issue: 862, https://dev.etlegacy.com/issues/862


"No construction sound when building CP or barrier on bremen map (to be checked, other people around heard the sounds) (delaying to later)"


Related commit(s):
9d15c9d - mod: optionally fix construction sound (g_misc bit..
914d1cd - game: multi client construction sounds refs 862
bb48758 - game: set fixed construction sound as default and ..

@ETLegacyTeam ETLegacyTeam added 🐞 Bug Something isn't working cat: mod Category mod (generic) Fixed P3: Normal Priority 3 labels Mar 5, 2020
@ETLegacyTeam ETLegacyTeam added this to the 2.76 milestone Mar 5, 2020
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From: @rmarquis (Spyhawk)
Date: 2015-08-17T17:49:56Z


The construction sounds are actually related to the entity built, not the player that builds stuff. Pliers themselves don't make any sound, but the construction sound is started when the build of entity starts.

If engineers stop to construct, the sound will still finish playing, and then resuming the construction will not play any sound.

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From: @IR4T4 (IR4T4)
Date: 2016-01-10T10:37:13Z


Spyhawk wrote:

If engineers stop to construct, the sound will still finish playing, and then resuming the construction will not play any sound.
1.) Do we want to change this? Play the same sound on resuming?

2.) This ticket was created because of sound issues at start of constructing reported by player at our last release gaming session. Last night I did run into same. This occures when the connection is just bad (ping > 350 and higher, flickering 'connection interrupted' message is shown) . I did connect to an australian server from europe. In fact I've had more issues than this missing construction sound: The game feels delayed in total which isn't a real surprise ...

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From: @rmarquis (Spyhawk)
Date: 2016-01-12T16:29:33Z


IR4T4 wrote:

1.) Do we want to change this? Play the same sound on resuming?

I'd find more logical that the active pliers produce the sound, similarly to a weapon. This would probably require to find a shorter sound effect we can play in loop... is that worth it? Don't know, and far from critical.

2.) This ticket was created because of sound issues at start of constructing reported by player at our last release gaming session.

Nothing we can do for that specific issue then.

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From: @IR4T4 (IR4T4)
Date: 2016-01-12T16:55:27Z


Changing the sound in general isn't a good idea in my eyes. Let's just use the same sound ... but when pliers produce the sound engineer detection is much easier for enemies.
(And before someone else does a comment about this: Pro players probably don't like this change and this is no genuine ET anymore.) Technically it's a bug.

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From: @adanski (Dragonji)
Date: 2016-01-13T16:41:23Z


IR4T4 wrote:

(And before someone else does a comment about this: Pro players probably don't like this change and this is no genuine ET anymore.) Technically it's a bug.

After all physics are bugged too (bunny hopping wasn't intended) ;)

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From: @IR4T4 (IR4T4)
Date: 2016-01-13T19:00:14Z


Dragonji wrote:

After all physics are bugged too (bunny hopping wasn't intended) ;)
This doesn't mean all bugs are great.

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From: @IR4T4 (IR4T4)
Date: 2016-01-30T13:49:47Z


9d15c9d

An option to fix the construction sound has been added by g_misc bitflag 8.

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From: @rmarquis (Spyhawk)
Date: 2016-02-07T15:45:49Z


Ideally, the sound would stop when nobody is constructing anymore. It is actually played till the end even if the engineer stop mid-build. Also, sound should stop once the construction is done.
The multi constructions sound issue seem fixed now: it will play even if another engi is building something else on another part of the map.

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From: @IR4T4 (IR4T4)
Date: 2016-02-08T18:11:00Z


Yes, the sound might be played longer than the construction itself but to me it's fine as it is. Sound length is 4 secs which isn't too long.
If we split the sound into plier and construction sound we might stop the plier sound earlier. The q is: when should we start/stop the construction sound?

There is no trap syscall on mod side to interrupt specific sounds. We can add such a call for legacy mod & engine but this results in 2.60 client incompatibility -> "Bad cgame system trap". ... so let the mod only do it for legacy clients only? Let's keep it as it is.

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From: @rmarquis (Spyhawk)
Date: 2016-02-09T17:12:21Z


Yes, agree - it's not worth it.
The only way to fix this issue properly might be to actually do it as it's done elsewhere: by using a loopy sound that can be stopped any time.

One way to achieve this could be to

  • use a loopy sound for pliers,
  • use a shorter sound (loopy too) for construction sounds.

Delaying to 2.76 - I might remove the g_misc 8 option and make it default for 2.75 if I don't notice any other side effects.

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